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PRINCIPLES    AND 
ILLUSTRATRfE    GAMES 

BY 

ELIZABETH    WAGER-SMITH 


Class     (^ji-^S-J 
Book_ 


54.J? 


Copyright  }J"_ 


COPYRIGHT  DEPOSIT. 


SKAT 

PRINCIPLES  AND  ILLUSTRATIVE  GAMES 


By  A.  ELIZABETH  WAGER-SMITH 

A   PRIMER   OF 

SKAT 


^'Exactly  what  its  title  implies, 
and  a  most  comprehensive  and 
convenient  primer  it  is  too." 

—  lVhistyBosto?i 


i2mo.      Decorated  Cloth,  75c  net 

J.  B.  LIPPINCOTT  COMPANY 

Publishers  Philadelphia 


4  ♦  ♦  4 4  ♦  ♦  A 

4 


♦ 


SKAT: 

PRINCIPLES  AND  ILLUSTRATIVE 
GAMES 


BY 

ELIZABETH  WAGER-SMITH 

u 
Author  of   "Primer   of   Skat,"   "Vogue  Skat   Lessons/' 

"  A  Skat  Catechism/'  etc. 


^  PHILADELPHIA  ^  LONDON 

^  J.  B.  LIPPINCOTT  COMPANY 

1910 

k  »  ♦  »  ♦  ♦  ♦  ¥ 


<.'^ 
M^'^  < 

V  .b^^ 


Copyright,  1907,  1908,  1909 
By  The  Vogue  Company 

Copyright,  1910 
By  J.  B.  LippiNCOTT  Company 


Published  April,  1910 


Printed  by  J.  B.  Lippincott  Company 
The  Washington  Square  PresSy  Philadelphiay  U.S.A. 


CCI.A261769 


TO    THE    MEMBERS    OF    THE    FIRST 

SKAT  CLUB  FOR  WOMEN 

IN  AMERICA 

THE  ALTENBURG  OF  PHILADELPHIA 


Many  of  the  chapters  and  illustrative  games  in  thti 
volume  originally  appeared  in  Vogue,  whose  kindness 
the  author  wishes  to  acknowledge.  The  material  has 
been  entirely  rearranged  and  revised  with  the  addition 
of  much  new  matter. 


CONTENTS 


PART  I 
PRINCIPLES  OF  SKAT 

CHAPTER  PAGE 

I.  Its  Origin  and  Characteristics 1 1 

II.  The  Players,  Deal  and  Values i6 

III.  Estimating  the  Bid 20 

IV.  Naming  the  Game 25 

V,  Naming  the  Game — {Contimied) 29 

VI.  Naming  the  Game — {Continued) 31 

VII.  Variations  on  the  Preceding  Games — The  Dec- 
larations— Counting  the  Skat  Cards 36 

VIII.  Games  without  Trumps 43 

IX.  A  Compulsory  Game 46 

X.  Principles  of  the  Game — The  Lead 50 

XI.  The  Lead — Mittelhand,  Trumpmaker 54 

XII.  Harmony  between  Partners 59 

XIII.  The  Discard 62 

XIV.  Finessing 70 

XV.  Scoring 73 

XVI.  Duplicate  Skat — Contests 76 

XVII.  Pointers 78 

XVIII.  Laws  of  Skat %^ 


PART  II 
ILLUSTRATIVE  GAMES 

GAME  PAGE 

I.      A  TOURNEE 93 

II.     A  Passt-mir-nicht 98 

III.  A  Solo loi 

IV.  A  Grando 106 

V.      A  NULLO  OUVERT I  lO 

7 


8 


CONTENTS 


VI.  Another  Nullo  Ouvert 

VII.  A  GUCKSER 

VIII.  A  GuCKSER  WITHOUT  MatADORS 

IX.  A  NULLO 

X.  A  Nullo  for  Hinterhand 

XI.  A  GucKi  Nullo 

XII.  A  Grando  Ouvert 

XIII.  Revolution 

XIV.  A  Ramsch 

XV.  Another  Ramsch 

XVI.  A  Solo  Diamond  (with  a  Weak  Hand) 

XVIL  A  Heart  Solo  for  Vorhand 

XVIII.  Change  of  Position 

XIX.  A  Nullo  Game 

XX.  A  Nullo  Game  for  Hinterhand 

XXI.  A  Grando  Game,  "  Without  Three  "  .  . 

XXII.  A  Different  Distribution 

XXIII.  Hinterhand  as  Trumpmaker 

XXIV.  MiTTELHAND  AS  TrUMPMAKER 

XXV.  A  TouRNEE  Diamond  for  Hinterhand. 

XXVI.  A  TouRNEE  Club 

XXVII.  A  ToURNEE  FOR  VORHAND 

XXVIII.  Frage,  the  Simple  Game 

XXIX.  Ramsch 

XXX.  A  GucKi  Grand  for  Mittelhand 

XXXI.  A  Club  Solo 

XXXII.  Revolution 

XXXIII.  A  Solo  (with  a  Declared  Schneider)  . 

XXXIV.  Grando  (with  a  Declared  Schneider) 
XXXV.  A  Grando  for  Hinterhand 

XXXVI.  Passt-mir-nicht — Tournee  Grando  . . . 

XXXVII.  A  Solo  Club — Mittelhand  Player  .... 

XXXVIII.  A  Solo  Heart — Mittelhand  Player.  . . 

XXXIX.  Grando  Ouvert — Solo  Grando 

XL.  Grando  Ouvert — Gucki  Grando 

XLI.  Grando  Ouvert  by  Mittelhand 

XLII.  A  Solo  ''With  7" 


CONTENTS 


9 


XLIII.  Grando  '*  With  5"  and  a  Declared  Schneider  . .   194 

XLIV.    New  Values — Gucki  Nullo 196 

XLV.    A  Gucki  Nullo  for  Vorhand 198 

XLVI.     Overbidding — Solo  Club 200 

XLVII.  A  Grando,  or  a  Solo  Heart,  with  a  Declared 

ScHWARz 204 

XLVIII.  Solo  Diamond  with  a  Declared  Schwarz,  for 

HiNTERHAND 2o6 

XLIX.  Abandoned  Hand — Saving  a  Schneider 208 

L.  TouRNEE  Nullo 210 

LI.  Losing  by  Penalty,  Grando  with   a  Declared 

Schneider 211 

LIL  Ramsch , 215 

LIII.  The  Language  of  Skat 217 

LIV.  Contra  and  Re-Contra 220 

LV.  Another  Re-Contra 223 


PART  I 

PRINCIPLES  OF  SKAT 


CHAPTER  I 
ITS  ORIGIN  AND  CHARACTERISTICS 

Friedrich  Ferdinand  Hempel,  lawyer,  of  Altenburg, 
Germany,  performed  the  same  service  for  the  game  of  Skat 
as  did  Edmund  Hoyle,  gentleman,  of  London,  England, 
for  the  game  of  whist.  Each  man  rescued  a  game  with 
intellectual  possibilities  from  illiterate  players,  eliminated 
undesirable  features,  and  enlarged,  polished,  and  perfected 
it,  and  thus  educed  a  new  game  suitable  for  the  attention 
of  the  cultured  card  player. 

Skat  was  derived  from  games  long  known  to  the  Wends, 
one  of  the  wandering  Slavonic  tribes  which  appeared  in 
Germany  in  the  sixth  century.  The  peasants  in  the  vicinity 
of  Altenburg  are  descendants  of  the  Wends.  One  of  their 
card  games  was  called  Schafkopf  (sheepshead) ,  another 
was  Dreihein  (three-legs).  A  combination  of  these  two 
gam.es  formed  the  nucleus  of  Skat.  The  four  Knaves  as 
paramount  trumps,  the  order  of  the  suits,  the  relative 
values  of  the  cards,  were  three  distinguishing  features  of 
Schafkopf  and  still  remain  the  same  in  the  modem  game 
of  Skat. 

The  origin  of  the  game  has  been  variously  explained. 
Some  derive  it  from  the  Gothic  skatts,  Anglo-Saxon  skatt, 
modem  German  Schaiz  (treasure) ,  because  two  cards  are 
put  aside  which  are  a  treasure  for  the  one  called  **the 
Player."  This  seems  reasonable  and  probable,  though 
others  insist  on  its  derivation  from  scartare,  to  discard,  a 

11 


n  SKAT 

term  of  an  ancient  Italian  game,  called  tar  ok.  These 
latter  spell  it  *'Scat''  to  prove  their  point,  regardless  of 
the  fact  that  nearly  all  the  German  writers  on  the  game, 
as  well  as  the  members  of  the  Skat  Verband  of  North 
America,  spell  it  with  a,  k.  It  is  pronounced  as  though 
spelled  skaht,  dwelling  a  trifle  on  the  ah. 

Early  in  the  iSoo's,  there  was  a  card  club  in  Altenburg, 
devoted  to  the  playing  of  a  game  imported  from  Italy, 
called  tarok  (or  taroc).  It  was  composed  of  gentlemen  of 
culture,  of  whom  Friedrich  Hempel  was  one.  The  game 
of  Schafkopf  was  discovered  by  Hempel  under  similar 
circumstances  to  those  in  which  Hoyle  and  Folkestone 
found  the  embryo  of  modem  whist.  Perceiving  its  possi- 
bilities, Hempel  introduced  it  to  his  fellow  members  of 
the  Tarok  Club,  and  began  revising  it.  Some  of  the  Wend- 
ish  terms  not  suiting  their  taste,  were  discarded  and  more 
euphonious  ones  of  Italian  derivation  were  substituted: 
as  Matadors  for  Wenzels  (knaves),  and  Ladons  for  Fehl- 
karten  (cards  of  no  numerical  value).  As  Hempel  and  his 
friends  continued  to  improve  the  game,  it  proved  so  fas- 
cinating that  the  game  of  Tarok  was  abandoned  and  the 
new  one  reigned  in  its  place.  Its  fame,  however,  was  local 
only  for  several  years.  Leipsic  was  only  twenty-four 
miles  from  Altenburg,  and  when  the  students  of  the  Uni- 
versity learned  its  merits  about  1826  they  introduced  it 
to  students  of  other  university  towns,  and  thus  the  cult 
spread  throughout  the  country.  It  is  now  conceded  to  be 
the  national  card  game  of  Germany. 

Skat  having  in  a  brief  period  spread  over  a  large  area, 
it  was  natural  there  should  be  a  diversity  of  opinion  re- 
garding the  rules.    At  one  time,  it  was  stated,  there  were 


ORIGIN  AND   CHARACTERISTICS  13 

as  many  methods  of  playing  the  game  as  there  were  pro- 
vinces in  Germany.  In  order  to  arrive  at  uniformity 
among  players  of  different  sections,  a  congress  of  Skat 
players  was  convened  in  Altenburg,  Germany,  in  August, 
1886.  Himdreds  of  delegates  were  assembled  from  various 
countries,  and  an  attempt  at  improvement  was  made. 
This  movement  inaugurated  a  series  of  annual  congresses 
in  Germany  and  in  America,  the  first  one  in  this  country 
being  held  in  St.  Louis,  in  1898.  In  the  past  year  (1909) 
the  annual  congress  was  held  in  Milwaukee,  in  June,  with  a 
large  attendance  and  three  days  play  with  many  prizes. 

The  business  meetings  of  the  annual  congresses  are 
conducted  in  the  German  language. 

In  America  it  was  preceded  by  the  game  of  euchre, 
which  is  a  feeble  branch  of  the  great  game.  The  Knaves 
taking  first  value,  the  turned  card  (in  Toumee),  the  passing 
of  the  make,  and  several  minor  characteristics  mark  its 
origin.  Scientific  whist  and  the  excitement  of  bridge 
paved  the  way  in  this  country  for  the  advent  of  Skat. 

The  scientific  Skat  player  looks  upon  whist  as  the  chess 
player  does  upon  dominoes.  To  learn  the  routine  of  the 
game  is  within  the  reach  of  any  student  of  its  technicalities; 
but  there  is  no  game  in  which  inherent  card-sense  is  more 
valuable  than  in  this  remarkable  one. 

Developed  by  a  member  of  the  profession  noted  for  its 
ingenuity  of  expedient  and  fertility  of  resource,  it  must 
necessarily  be  a  game  of  strategy,  of  logical  deduction, 
of  far-seeing  possibihties,  and  full  of  surprises.  In  the 
necessity  for  keenness  of  perception,  for  quick  decision, 
for  cool  judgment,  and  a  true  valuation  of  the  cards  in 
each  situation,  it  is  thoroughly  stiited  to  modem  American 


14  SKAT 

thought  and  action.  Prompt,  but  unerring,  adapting  the 
play  to  each  varying  condition  as  every  round  of  the  cards 
develops  a  new  phase  of  the  problem,  the  brain  must  be 
on  the  alert  to  seize  each  opportunity  as  it  presents  itself 
to  the  Skat  expert. 

The  game  is  democratic  among  cards,  the  first  one  in 
which  the  Knaves  ranked  highest,  and  the  Kings  and 
Queens  were  relegated  to  seventh  and  eighth  positions  in 
power.  For  some  time  court  circles  despised  it  for  this 
reason  but  at  last,  yielding  to  its  fascinations,  completed 
the  chain  which  holds  all  classes  in  Germany  loyal  to 
their  national  game. 

In  all  other  card  games,  high  cards  are  necessary  to 
success.  Not  so  in  Skat.  If  one  holds  cards  sufficiently 
worthless,  it  is  a  winning  hand  (nullo).  So  too,  if  it  is  an 
exceptionally  strong  hand  (grando).  Only  mediocrity  is 
useless.  If,  again,  holding  high  cards,  a  player,  like  the 
**  dog  in  the  manger,  "  refuses  to  take  part  in  the  game  for 
fear  of  losing  if  he  makes  the  trump,  loses  when  ramsch  is 
declared,  as  the  winner  of  tricks  containing  cards  of  numer- 
ical value  scores  a  minus  in  that  make. 

The  game  is  a  social  one,  the  cards  (ten  to  each  player) 
quickly  played,  and  is  interspersed  by  German  players 
with  humorous  sarcasm  against  a  pretentious  failure, 
distinctly  indicative  of  national  sentiment.  Many  quaint 
customs  habitual  to  the  German  game  are  not  used  by 
American  players. 

Skat  is  adapted  to  any  number  of  players.  Three 
players  form  a  table,  but  four  or  five  may  join,  one  or  two 
sitting  out  at  each  deal.  If  there  are  six  players,  two 
tables  are  formed.     This  adaptability  of  the  game  to  any 


ORIGIN  AND   CHARACTERISTICS  15 

number  of  players  renders  it  particularly  acceptable  to 
hostesses,  who  in  whist  and  bridge  functions  have  been 
so  often  disconcerted  by  the  non-arrival  of  a  guest,  and 
to  the  card  committees  of  clubs,  which  for  a  similar  reason 
have  been  compelled  to  resort  to  a  ''dummy''  or  a  ''bye." 
The  "Player''  is  the  one  who  makes  the  trump,  and 
with  each  deal  has  an  opportunity  of  independent,  indi- 
vidual action,  unembarrassed  by  the  play  of  a  partner. 
The  other  two  players  unite  their  strength  and  talent 
against  him  and  are  called  the  "Opponents."  The  Player 
scores.  If  he  wins,  he  is  plus  the  value  of  his  game.  If  he 
loses,  he  is  minus  the  value  of  his  game.  The  opportunity, 
as  well  as  the  responsibility,  and  the  result,  plus  or  minus 
as  the  case  may  be,  are  his  alone.  One  may  decline  to  bid 
for  fear  of  failure,  thereby  avoiding  a  minus  score,  but 
unless  he  bids  for  the  make  he  will  never  have  a  plus.  On 
the  other  hand,  to  the  reckless  bidder  belongs  the  minus 
score.  A  player  must  learn  to  estimate  his  hand  at  its 
true  value,  and  use  discrimination  in  the  play  of  the  hand, 
and  his  score  at  the  end  of  the  session  will  be  creditable. 
If,  as  Goethe  maintained,  "  the  mastery  of  a  new  language 
doubles  one's  individuality,"  then  the  mastery  of  the  Skat 
language  must  inevitably  result  in  good  to  the  student  by 
doubling  his  talent  for  successful  manipulation  of  the 
resources  at  his  command. 


CHAPTER  II 

THE  PLAYERS,  DEAL  AND  VALUES 

THE    PLAYERS 

There  are  three  ranks  of  players  among  those  who 
resort  to  cards  for  diversion:  the  expert  who  possesses  an 
intuitive  knowledge  of  the  location  of  unplayed  cards, 
wise  judgment  in  planning  the  campaign,  and  that  rare 
gift,  natural  card-sense,  which  baffles  analysis  and  is  not 
communicable  to  others.  This  quahty  may  be  lying  dor- 
mant in  the  brain  of  the  tyro  unknown  to  himself  until 
the  play  begins,  when  it  awakes. 

In  the  second  rank  is  the  so-called  good  player.  He 
has  a  fair  share  of  common  sense  and  a  more  or  less  keen 
perception  of  human  motives,  a  good  memory  and  some 
mathematical  prolicienc}^  is  a  loyal  partner  and  a  coura- 
geous user  of  the  material  at  his  command.  He  holds  an 
honorable  place  and  is  considered  one  of  the  real  partici- 
pants in  the  battle. 

In  the  third  rank  is  the  player  who,  being  without  the 
qualities  necessary  for  a  good  card  player,  learns  by  atten- 
tion to  detail  the  miles  of  the  game  and  the  penalties  to  be 
avoided.  He  follows  unquestionably  where  the  leader 
points  the  way.  Such  a  one  is  the  player  without  vagaries 
or  original  impromptu  methods  which  are  likely  to  betray 
his  partner  into  pitfalls;  he  makes  no  attempt  to  ape  the 
game  of  the  expert  and  is  in  consequence  appreciated  as 
a  safe  partner.  Other  than  the  three  varieties  classified 
16 


PLAYERS,  DEAL  AND  VALUES      17 

there  are  no  card-players  worthy  the  name,  although 
there  is  a  multitude  of  individuals  who  sit  at  card-tables 
and  hold  cards,  but  they  would  not  come  under  any  of  the 
classes  named. 

In  Skat,  originality,  cleverness  of  resource,  ingenuity 
of  attack  or  of  defence  will  ever  be  invaluable  qualities, 
but  an  erratic  pla3^er  on  whom  no  partner  can  reh^  will 
be  classed  at  the  end  of  the  session  with  the  **  Vatermorder  " 
of  the  game.  Whatever  may  be  the  rank  of  the  player,  it 
is  an  intellectual  warfare,  and  the  captain  of  the  host,  no 
less  than  the  private  soldier,  must  first  of  all  learn  the 
manual  of  arms. 

THE    DEAL 

As  each  player  at  a  Skat  table  has  an  equal  number  of 
deals,  it  is  immaterial  who  deals  first,  but  the  cut  is  neces- 
sary to  determine  the  positions  of  the  players.  As  the 
suits  have  different  values,  if  two  cards  are  cut  of  the  same 
denomination,  the  lower  suit  of  the  two  is  the  lower  cut. 

There  are  32  cards  in  a  Skat  pack,  ranking  thus: 

J4i;  J4k;  JV;  !♦;  Ace,  10,  King,  Queen,  9,  8,  7, 
of  each  suit. 

The  four  Knaves  are  always  the  four  highest  trumps, 
whatever  the  trump  suit  may  be.  They  belong  to  no  suit, 
but  have  their  place  at  the  head,  except  in  one  instance, 
which  is  the  exception  to  the  rule. 

The  value  of  the  suits  is  thus:  club,  spade,  heart, 
diamond.    The  diamond  is  the  lowest. 

The  one  having  the  lowest  cut  deals.  The  next  lowest 
sits  at  the  dealer's  left  hand  and  is  "Vorhand"  for  that 
deal.  The  next  lowest  is  placed  at  Vorhand's  left  and  is 
2 


18  SKAT 

"Mittelhand/'  If  there  are  four  or  five  players,  the  one  at 
the  right  of  the  dealer  is  "  Hinterhand."  If  there  are  three 
players,  the  dealer  is  Hinterhand. 

The  player  at  the  right  of  the  first  dealer  keeps  the 
score  for  the  session.  Thus,  when  his  deal  is  concluded 
every  player  has  had  an  equal  number  of  deals.  The  game 
is  continuous,  concluding  only  with  the  session,  when  the 
final  accounting  is  made. 

After  cutting  by  the  player  at  the  right  of  the  dealer, 
three  cards  are  dealt  to  Vorhand,  three  to  Mittelhand, 
three  to  Hinterhand,  in  this  order,  then  two  cards  to  the 
table  face  down,  for  the  ''Skat."  Four  cards  are  then 
dealt  to  each  player  in  the  same  order,  then  three  cards 
to  each.  This  order  and  number  of  cards  must  always 
be  preserved,  3 — Skat — 4 — 3.  The  rules  of  Skat  are  exact, 
and  a  surprise  awaits  the  player  who  is  careless  or  indiffer- 
ent as  to  the  conventions  in  any  part  of  the  game.  The 
deal  passes  to  the  left  each  time.  It  is  never  lost,  but  a 
misdealer  is  scored  minus  10,  and  deals  again. 

If  a  card  is  faced  during  the  deal,  it  is  also  a  misdeal. 

If  all  the  cards  are  dealt  by  the  wrong  dealer  and  any 
of  them  has  been  taken  up,  the  playing  of  the  hand  continues, 
the  rightful  dealer  taking  the  next  deal,  that  each  may 
have  an  equal  number,  but  the  one  who  dealt  out  of  turn 
is  scored  minus  10.  The  dealer  has  no  advantage,  Vorhand 
having  the  advantageous  position  in  every  deal,  as  he 
always  leads  first. 

If  more  than  three  players  form  a  table,  the  non-players 
each  deal  must  not  disturb  the  active  players  by  advice 
or  comment,  nor  must  they  look  at  the  Skat  cards,  as  they 
will  incur  a  penalty  of  minus  10  by  so  doing. 


PLAYERS,   DEAL  AND   VALUES  19 

If  more  than  three  players  form  the  table,  the  dealer 
gives  cards  to  the  two  players  at  his  left  and  the  player  at 
his  right  hand.  The  non-players  share  the  fortunes  of  the 
Opponents,  the  Player  (maker  of  the  trump)  always  win- 
ning or  losing  alone. 

VALUES 

The  ranking  value  of  the  cards  (as  above)  is  entirely 
different  from  the  counting  value.  The  autocratic  Jack 
taking  precedence  of  all  other  cards,  counts  the  lowest, 
and  Ace,  which  is  outranked  by  all  four  Jacks,  counts  high- 
est in  summing  up  the  game. 

The  counting  value  of  the  cards  is  as  follows: 

Ace  is  valued  at  ii  points. 

Ten  is  valued  at  lo  points. 

King  is  valued  at  4  points. 

Queen  is  valued  at  3  points. 

Jack  is  valued  at  2  points. 

Nine,  eight  and  seven  have  no  counting  value  and 
are  called  ''Ladons." 

The  sum  of  the  counting  value  of  the  thirty-two  cards 
is  120.  The  Player  who  makes  the  trump  must  capture 
more  than  half  (i,e,,  at  least  61  points)  to  win  his  game. 
The  number  of  tricks  is  of  no  consequence,  as  points  only 
count,  but  it  is  best  to  keep  his  tricks  intact  as  in  whist, 
so  that  in  case  of  any  question,  they  may  be  examined. 

Each  suit  has  also  a  particular  value,  clubs  counting 
highest.  The  ranking  value  of  each  suit  is  ahke.  The  value 
of  the  trump  of  each  deal  is  a  multiplicand,  when  the  value 
of  the  make  is  computed.  There  is  but  one  multiplicand  in 
each  deal,  but  there  may  be  from  2  to  16  multipliers. 


CHAPTER  III 

ESTIMATING  THE  BID 

THE    MULTIPLICAND 

The  cards  having  been  dealt,  the  first  move  in  the  game 
is  the  ''  Bidding/'  or  as  it  was  originally  called,  the  "  Provo- 
cation." Before  a  bid  can  be  intelligently  made,  one  must 
know  how  to  estimate  the  probable  value  of  the  hand.  It 
can  not  be  valued  absolutely  as  the  Skat  cards  are  virtually 
a  portion  of  Player's  hand,  even  though  not  used  in 
the  play  of  the  deal.  The  hand  is  valued  for  the  bid,  but 
when  the  Skat  cards  are  disclosed,  the  good  fortune  accru- 
ing therefrom,  or  the  misfortune  of  adverse  cards  contained 
therein,  must  alike  be  regarded  with  equanimity. 

There  are  various  games  for  which  the  bid  may  be 
made,  the  lowest  one  of  which  is  the  "Tournee." 

The  Toumee  game  is  decided  by  turning  over  one  of 
the  Skat  cards  and  thus  naming  the  trump  by  chance.  If 
the  card  thus  turned  is  a  diamond,  the  multiplicand  in 
that  deal  is  5 ;  if  it  is  a  heart,  the  multiplicand  in  that  deal 
is  6 ;  if  a  spade,  it  is  7 ;  if  a  club,  it  is  8. 

If  the  trump  is  named  without  looking  at  either  Skat 
card  it  is  a  '*Solo."  In  the  vSolo  game  if  the  trump  is 
a  diamond,  the  multiplicand  in  that  deal  is  9;  if  the 
trump  is  a  heart,  it  is  10;  if  it  is  a  spade,  it  is  11 ;  if 
a  club,  it  is  12. 

If  one  makes  "Jacks"  trumps,  the  game  is  called 
'  'Grando."  In  the  Grando  game,  only  the  Jacks  are  trumps, 
20 


ESTIMATING  THE   BID  21 

]4^9  is  the  highest,  then  J^,  J^,  J^,  in  the  order  named. 
The  multipHcand  in  the  Gran  do  game  is  20. 

For  convenient  reference  a  table  of  the  foregoing  values 
is  appended. 

Value 

Diamond  Toum^e 5 

Heart  Tourn^e 6 

Spade  Tournde 7 

Club  Tournee 8 

Diamond  Solo 9 

Heart  Solo 10 

Spade  Solo 11 

Club  Solo 12 

Grando  Solo 20 

THE    MULTIPLIERS 

If  the  Player  takes  more  than  sixty  points  in  his  tricks, 
he  has  game,  which  makes  one  multiplier.  If  he  has  more 
than  ninety  points,  he  has  "  Schneider,"  which  is  also  one 
multiplier,  making  two  in  all.  If  he  has  all  the  points,  one 
hundred  and  twenty,  he  has  ''  Schwarz,"  another  multiplier, 
making  three  altogether. 

There  are  other  multipliers,  depending  on  the  number 
and  sequence  of  the  Jacks  in  his  hand  and  in  the  Skat.  The 
two  Skat  cards  belong  to  the  maker  of  the  trump,  but  unless 
he  makes  Tournee  he  may  not  look  at  either  of  them  until 
the  cards  of  the  deal  are  played,  when  the  Skat  cards  are 
counted  with  those  of  Player's  hand. 

THE    MATADORS 

In  estimating  the  value  of  a  hand,  all  depends  on  the 
J4I1  who  is  a  veritable  autocrat.    If  this  card  is  in  a  player's 


22  SKAT 

hand,  he  is  said  to  be  **  with  i . "  If  the  J4i  is  not  in  a  play- 
er's hand,  he  is  "without  I."  This  ''with"  or  ''without"  is 
another  multipUer,  "without"  counting  the  same  as 
"with,"  an  apparent  contradiction,  but  an  idiosyncrasy 
of  Herr  Skat. 

If  with  J4i  and  J^,  a  player  is  "  with  2,"  as  the  ]^  is 
hand-in-hand  with  the  autocrat.  If  J^  is  also  with  them, 
a  player  is  "w4th  3."  The  completion  of  the  quartette, 
by  the  presence  of  J^  gives  a  player  "with  4."  If  he  has 
Ace  of  trump,  which  ranks  next,  he  is  "with  5";  and  if  he 
has  the  Ten,  he  is  "with  6."  This  count  continues  as  long 
as  the  sequence  is  unbroken,  but  once  broken  the  count 
stops.  For  instance,  if  a  player  holds  J4b>  and  is  without 
J4|^,  it  matters  not  what  other  Jacks  he  holds,  he  is  only 
"with  I,"  as  there  is  no  sequence  with  the  J4i. 

The  Jacks  were  originally  called  Wenzels  in  the  Wendish 
game.  The  Tarok  Club  of  Altenburg  changed  the  name 
to  Matadores,  which,  with  the  omission  of  the  e,  is  the  name 
in  present  use.  In  the  original  game,  the  four  Jacks  were 
the  only  "with"  and  "without"  cards.  It  is  a  modern 
innovation  to  call  other  cards  in  sequence  with  them 
Matadors,  when  a  suit  is  trump. 

If  J4I1  is  absent  from  the  hand,  a  player  is  "without" 
instead  of  "with."  If  he  holds  J4jk,  he  is  "without  i,"  as 
but  one  higher  Matador  is  absent.  If  ]^  is  also  absent  and 
jy  is  present,  he  is  "without  2."  If  J^  is  absent,  but 
he  holds  J^,  he  is  "without  3."  If  a  player  has  no  Jack, 
but  has  the  Ace  of  trumps,  he  is  "without  4. "  If  he  has 
no  Jack,  nor  Ace  of  trump,  but  has  Ten  of  trumps,  he  is 
"without  5."  This  continues  as  did  the  "with"  count 
until  the  sequence  of  cards  is  broken. 


ESTIMATING  THE   BID  23 

It  is  frequently  asked  why  the  ''  without "  count  is  equal 
to  the  ''with. "  Presumably  it  is  because  if  Player  can  win 
his  game  without  the  assistance  of  high  cards,  he  is  entitled 
to  a  high  reward;  but  if  he  is  so  reckless  as  to  bid  for  a 
game  with  insufficient  collateral,  he  is  properly  punished. 

Another  peculiarity  of  the  ''with'*  and  "without" 
count  is  not  as  easily  explained.  Cards  found  in  the  Skat 
are  counted  as  though  Player  had  used  them  in  playing 
his  game.  For  example,  if  holding  J^  as  his  only  Jack, 
Player  makes  a  successful  bid  and  wins  his  game,  it  is 
reckoned  "without  3,"  giving  him  three  multipliers.  At 
the  end  of  the  deal,  on  examination  of  the  Skat  cards, 
should  the  J4li  be  found  there,  Player's  hand  would  be 
computed  as  "with  i."  Thus,  losing  two  multipliers,  the 
value  of  his  game  would  be  reduced  and  he  might  be  a  loser. 
This  is  one  of  the  many  surprises  of  Skat. 

In  bidding,  therefore,  it  is  safer  when  a  player  is  "with" 
than  when  "without,"  as  Jacks  found  in  the  Skat  may 
increase  the  value  of  the  game,  but  will  never  decrease  it. 

Following  are  some  examples  of  "with"  and  "with- 
out" hands  for  practice. 

J4k;  Ace,  K,  Q^;  K,  7^;  10,  Q,  74^;  8^1.  This  hand 
is  "with  I." 

J4b;  JV;  J4;  K,  Q,  9,  7^;  10,  K,  Q^.  This  hand 
is  "without  I." 

J*»  J4k»  ;♦»  Q.  9,  8^,  A41;  10,  9,  7V.  This  hand 
is  "with  2." 

10,  K,  Q4k;  Ace,  K,  Q,  8^;  9,  8^^;  7^.  If  spades 
are  trumps,  this  is  "without  5."  If  hearts  are  trumps,  it 
is  "without  4."  If  clubs,  it  is  "without  8."  If  diamonds, 
it  is  "without  10." 


M  SKAT 

!♦;  K,  9,  741;  Ace,  104^;  0,  9^;  10,  Q^.  This  hand 
is  ^'without  3." 

J*;  J^;  J¥;  J4;  Ace,  lo*;  lo,  K,  74b;  A^.  If 
Grando  is  the  game,  this  is  ''with  4."  If  clubs  are  trumps 
it  is  ''with  6.'*  If  hearts  are  trumps,  it  is  "with  5/'  If 
spades  it  is  "with  4." 


CHAPTER  IV 

NAMING  THE  GAME 

THE    PROVOCATION 

As  the  ^deal  passes  to  the  left  so  do  the  titles  of  the 
players.  Vorhand  in  the  first  deal,  becomes  dealer  and 
Hinterhand  in  the  second  deal,  and  Mittelhand  in  the  third, 
and  so  with  the  other  players.  Vorhand  has  two  advan- 
tages. He  retains  the  privilege  of  naming  the  trump  (unless 
the  bidding  is  too  high  for  his  hand) ;  and  he  has  the  first 
lead.  Many  a  lost  game  would  have  been  successful,  if 
Player  as  Mittelhand  or  Hinterhand  had  been  in  Vorhand's 
position. 

The  bidding  is  commenced  by  Mittelhand,  who,  if  he 
wishes  to  bid,  makes  the  lowest  allowable  bid,  which  is  lo. 
There  must  necessarily  be  two  multipliers  in  every  trump 
make.  If  Player  takes  sixty-one  points  in  his  tricks,  he 
has  game,  which  is  one  multiplier.  He  must  either  be 
** with  ''  or  ''without "  J^i,  which  makes  another  multipHer. 
The  lowest  count  is  a  diamond  Toumee,  a  multiplicand  of  5, 
[see  table,  page  21]  5X2  =  10.  Therefore  10  is  the  lowest 
possible  bid. 

Whatever  Mittelhand's  ultimate  intention  may  be,  he 
does  not  disclose  it  at  once,  as  he  gains  intimations  of 
Vorhand 's  best  suit  during  the  progress  of  the  "Provoca- 
tion." If  Mittelhand  declines  to  bid  Hinterhand  bids,  or 
declines.  Vorhand  may  then  name  the  trump  without  bid- 
ding, or  may  declare  Ramsch.     But  Ramsch  may  not  be 

25 


26  SKAT 

declared  if  a  bid  has  been  made,  nor  may  any  other  player 
than  Vorhand  declare  it. 

Mittelhand  must  estimate  the  value  of  his  hand  before 
bidding  or  he  will  soon  be  in  deep  water,  and  must  carefully 
guard  himself  from  bidding  beyond  its  value.  For  no  score 
is  far  better  than  a  debtor's  score. 

If  Mittelhand  bids  lo,  and  Vorhand's  hand  is  worth  as 
much  or  more  than  the  bid,  he  says  ''yes,"  thereby  inti- 
mating he  has  as  good  as  lo  himself,  and  if  Mittelhand 
wishes  to  name  the  game,  he  must  bid  higher. 

Mittelhand  may  then  bid  a  httle  higher,  always  remem- 
bering his  bid  must  be  an  exact  product  of  one  of  the  multi- 
plicands and  a  multiplier  of  2  or  more.  The  multiplicands 
are  5,  6,  7,  8,  9,  10,  11,  12,  20. 

If  Vorhand  again  retains  his  privilege  of  naming  the 
trump  by  saying  ''yes"  (or  ''I  retain"),  Mittelhand  again 
bids  a  little  higher,  keeping  in  mind  the  actual  value  of  his 
hand,  that  he  may  not  be  induced  by  the  wily  Vorhand 
to  overbid,  and  thus  incur  the  penalty  of  a  minus  score. 
When  the  value  of  his  hand  is  reached,  he  passes.  Hinter- 
hand  then  continues  the  Provocation,  if  he  can  go  higher 
than  the  last  bid  made.  If  he  cannot,  he  passes  and  Vor- 
hand names  the  trump. 

But,  if  it  is  Vorhand  who  ceases  to  retain  the  privilege 
of  naming  the  tnmip,  and  passes,  Mittelhand  assimies  the 
privilege  which  Vorhand  has  resigned,  and  the  Provoca- 
tion continues  between  him  and  Hinterhand. 

When  the  Provocation  is  finally  concluded,  the  player 
who  holds  the  highest  bid  names  the  trump,  or  game.  He 
is  called  the  Player  for  that  deal,  and  the  other  players 
are  the  Opponents  (or  the  Partners). 


NAMING   THE   GAME  £7 

THE    TOURNEE 

In  a  Tourn6e  game,  the  count  is  small,  therefore  the 
loss  will  be  light ;  but  a  lost  game  counts  to  one's  disadvant- 
age, however  few  the  number  of  points,  especially  in  tourna- 
ments, where  "  games  won  "  is  one  of  the  events.  It  is  well 
to  be  protected  in  every  suit,  and  holding  at  least  two  Jacks, 
in  bidding  for  Toum^e. 

If  a  player  secures  the  make  and  elects  to  play  Tourn6e, 
he  turns  one  (whichever  one  he  chooses)  of  the  Skat  cards 
to  the  view  of  the  other  players,  and  the  suit  of  that  card 
is  trump.  He  then  takes  it  into  his  hand,  with  the  other 
Skat  card  which  he  does  not  disclose  to  view,  and  from  the 
twelve  cards  he  discards  two  to  the  table  without  facing 
them.  These  two  cards  may  be  placed  in  order  as  his  first 
trick,  for  the  points  therein  are  counted  for  Player,  after 
all  the  cards  are  played. 

As  chance  decides  which  suit  will  be  trump,  it  may 
readily  be  seen  why  one  must  have  a  fair  share  of  strength 
in  every  suit  before  venturing  on  a  Toumee.  There  are, 
however,  certain  advantages  in  the  Tournee  make,  which 
no  other  game  possesses.  For  example,  if  one  has  high 
game  cards,  unprotected  Tens,  or  so  long  a  suit  that  Aces 
in  it  are  likely  to  be  trumped,  they  may  be  saved  by  dis- 
carding them  to  the  Skat,  where  they  will  be  counted  for 
Player  at  the  end  of  the  play.  Another  advantage  arising 
from  the  discard  is  the  opportunity  of  leaving  a  suit  blank, 
that  Player  may  ruff  high  counting  cards  of  the  adversaries. 

In  a  Tournee  make,  there  are  eleven  trumps,  the  four 
Jacks,  and  the  Ace,  Ten,  King,  Queen,  9,  8,  7  of  the  suit. 
There  are  seven  cards  in  each  of  the  plain  suits,  commenc- 
ing with  Ace,  which  is  highest.    It  is  well  to  disabuse  the 


28  SKAT 

mind  of  the  idea  that  Jacks  are  suit  cards.  In  Skat,  Jack 
of  clubs  is  no  more  a  club  than  is  any  one  of  the  other  Jacks. 
If  the  symbols  on  every  Jack  were  obliterated,  and  they 
were  numbered  Jack  No.  i,  Jack  No.  2  and  so  on,  it  would 
exactly  explain  their  positions  and  value  in  this  game. 
The  four  Jacks  are  always  the  highest  four  trumps,  in  this 
order:  J4li,  Ji^,  ]^,  J^,  regardless  of  the  suit,  never 
changing  their  values,  as  in  euchre. 

It  is  important  to  remember  the  number  of  trump  cards 
and  the  number  of  plain  suit  cards  without  confusing  their 
relative  length,  both  in  bidding  for  the  trump,  and  in  play- 
ing the  deal. 

Follows  a  Toum^e  hand:  J^;  J^;  10,  K^i;  Ace,  K, 
8^;  Ace,  Q^;  10^. 

If  a  spade  is  turned.  Player  will  hold  six  trumps  of  the 
eleven,  and  can  draw  two  for  every  one  led,  if  they  are 
evenly  distributed.  The  other  Skat  card  may  possibly  be 
a  spade  also.  If  clubs  turn,  five  cards  are  trumps;  if 
hearts,  five;  if  diamonds,  four.  In  discarding.  Player  may 
be  sure  of  20  points  of  the  necessary  61,  by  putting  the 
10^,  and  the  lo^k  in  the  Skat.  If  a  heart  is  turned  and 
the  other  Skat  card  is  a  diamond.  Player  may  discard  the 
10^ ;  or  if  a  spade  is  turned  it  might  be  well  to  discard 
the  QY  and  10^.     Much  depends  on  the  other  Skat  card. 

A  good  example  of  a  Tournee  hand  is  the  following  in 
three  suits:    ]^;  J^;  Ace,  K,  Q^fc;  K,  Q,  g^;  Ace,  K^. 

In  the  Tournee  game,  the  multipliers  are  the  ''with" 
or  "without"  count  and  i  for  game.  Schneider  (if  Player 
takes  more  than  90  points)  is  i  more;  and  Schwarz  (if 
Player  takes  all  the  points)  is  another  i.  The  multipli- 
cands are  5,  6,  7  and  8. 


CHAPTER  V 
NAMING  THE  GAME-Continued 

THE    SOLO 

New  elements  are  introduced  into  the  game  with  the 
**Solo"  make.  Guards  in  each  suit,  as  in  Tournee,  are 
superfluous,  but  length  and  strength  in  the  trump  suit  are 
indispensable.  The  number  and  value  of  the  cards  are  the 
same  as  in  Tournee,  but  the  multiplicand  is  4  points  higher 
in  each  suit.  For  example,  in  the  diamond  Tournee  it  is 
5,  while  in  the  diamond  Solo  it  is  9;  and  thus  in  the  other 
suits. 

The  experienced  Skat  player,  instead  of  counting  the 
points  he  thinks  he  can  take,  reckons  the  value  of  the  cards 
he  will  probably  lose.  It  is  a  great  opportunity  when 
Player  or  Vorhand  holds  a  strong  leading  hand. 

An  average  Solo  is  generally  easier  to  win  than  a  Tour- 
nee; but  this  is  by  no  means  an  indisputable  fact.  Weakly 
guarded  Tens  or  two  or  three  weak  cards  of  different  suits 
are  frequently  fatal  to  a  Solo  make.  Seven  trumps,  includ- 
ing at  least  one  Jack,  with  an  Ace,  or  a  guarded  Ten  in 
another  suit  is  a  suitable  Solo  make.  With  less  than  six 
trumps,  including  at  least  one  Jack,  Player  should  have 
exceptionally  fine  cards  in  the  other  suits. 

In  a  hand  like  the  following,  although  there  are  seven 
trum.ps  in  the  spade  suit,  the  make  v/ould  be  extremely 
hazardous.    Jjjfc;  ]^;  J^;  04^;  10,  9,  8,  74^;  g^;  7^. 

Three  weak  suits  give  three  leads  to  adversaries  in  those 


30  SKAT 

suits,  with  Ace  and  Ten  in  each  against  Player;  and  if  an 
adversary  has  the  lead,  the  game  may  be  lost  before  Player 
has  taken  a  point.  Had  he  an  Ace  in  any  one  of  the  three 
suits,  the  situation  would  be  different. 

With  two  or  three  Knaves  and  two  suits  of  equal  length, 
it  is  an  excellent  rule  to  make  the  weaker  suit  the  trump 
and  keep  the  stronger  for  trick-taking  after  trumps  are 
exhausted. 

In  a  holding  like  the  following:  ]J(^;  ]i^;  Ace,  lo,  K, 
QJf^y  Q>  95  8,  7^,  if  Player  makes  it  clubs,  he  will  in  all 
probability  lose  the  game.  He  will  have  no  suit  excepting 
the  trump  suit.  His  hearts  are  worthless  as  plain-suit  cards. 
But,  in  the  lack  of  diamonds  and  spades,  every  one  is  valu- 
able for  ruffing ;  and  his  clubs  are  valuable  both  as  ranking  and 
as  counting  cards.    Therefore  the  proper  make  is  the  heart. 

In  Skat  there  is  no  card  which  is  a  nonentity  as  in  some 
games.  No  matter  what  its  intrinsic  value,  it  has  a  value  to 
the  hand  either  positively  or  negatively,  as  will  be  seen  later. 

Note  this  hand  as  an  example  in  choosing  the  make: 

J*;  J4;  Ace,  10.  K4t;  Ace,  lo,  K^;  lo,  Q^. 

The  club  and  heart  makes  are  equally  safe. 

Therefore  make  it  the  higher,  the  club. 

On  the  other  hand,  if  two  suits  are  equally  weak  choose 
the  lower,  as  in  the  following:  J^li;  J^;  J^;  Ace,  K, 
QJf,;  Ace,  K,  Q^;  g^. 

The  club  and  heart  suits  are  equally  weak.  Therefore, 
if  a  Solo  is  made,  it  should  be  the  one  with  the  lower  count, 
the  heart.  To  remember  this  rule,  and  never  be  tempted 
by  hopes  of  greater  gain  to  make  an  exception  to  it,  v/ill 
prevent  many  a  large  minus  from  being  scored  against 
the  Player. 


CHAPTER  VI 

NAMING  THE  GAME-Continued 

THE    GRANDO 

Of  all  games  that  delight  the  heart  and  raise  the  hopes 
of  the  Player,  the  Grando  is  the  one  most  to  be  desired. 
Here  one's  best  cards  are  not  lost  by  being  ruffed;  here 
Player,  particularly  if  Vorhand,  is  master  of  the  situation. 
The  four  Jacks  are  the  only  trumps;  therefore  if  a  Jack 
leads,  it  calls  for  a  Jack  to  be  played.  The  Jacks  drawn, 
the  high  cards  are  safe  with  all  the  points  that  can  be 
captured  with  them.  But  a  Player  who  depends  only  on 
Jacks,  even  if  holding  all  of  them,  will  assuredly  come  to 
grief.  High  counting  cards  are  essential  after  the  Jacks 
have  been  played ;  or  an  entire  suit  on  which  the  Opponents 
are  compelled  to  discard  sufficient  points  to  give  Player 
the  game. 

In  no  make  of  Skat  is  good  judgment  more  necessary 
than  in  the  Grando;  for  the  predilection  for  this  make 
amounts  to  a  passion  with  some  players,  even  when  at 
times  a  Solo  would  net  more  gain  to  the  score.  If  one  holds 
all  the  Jacks,  there  are  4  multipliers.  If  he  can  capture 
more  than  90  points,  he  has  '' 1  for  Schneider."  The 
declared  Schneider  and  declared  Schwarz  are  permitted 
in  this  make  as  in  the  Solo. 

Here  is  an  example  of  a  Grando  hand:  J4li;  J^;  J^; 
J^;  Ace,  10,  K,  Q^d;  A^;  7^.  Only  one  trick  can  be 
lost  on  his  hand,  the  diamond,  on  which  the  most  that  can 

31 


32  SKAT 

be  **swarmed"  is  22  points;  therefore  it  is  safe  to  declare 
a  Schneider,  which  mtist  be  done  before  a  card  is  played. 

In  some  holdings,  if  Player  is  Vorhand,  he  has  a  sure 
Grando,  as  he  has  the  first  lead,  and  can  draw  a  missing 
Jack.  But  in  this  hand,  holding  all  the  Jacks  (that  is,  all 
the  trumps),  and  every  other  trick  excepting  the  diamond, 
it  is  a  sure  Grando  wherever  the  Player's  position.  He 
has  7  multipliers,  thus:  ''with  4,"  4;  game  i ;  Schneider,  i ; 
declared  Schneider,  1  =  7.  The  multiplicand  for  ''Solo 
Grando,"  as  this  make  is  called,  is  20.  Therefore  the  game 
is  worth  20X7  =  140. 

With  a  sure  Grando  and  the  large  multiplicand  in  mind, 
a  beginner  makes  "  Grando  "  without  further  consideration. 
But  in  the  above  example,  if  the  game  is  named  "clubs" 
instead  of  Grando  the  result  is  nearly  as  high.  A  de- 
clared Schneider  is  as  safe  as  in  the  former  make,  and 
the  Matadors  are  8  in  number,  as  the  trump  sequence 
continues  unbroken  from  ]Jf^  to  Q,  the  Schneider  and 
declared  Schneider  making  2  more,  11  in  all.  The  mul- 
tiplicand in  club  Solo  is  12.  Thus  the  value  of  the  game 
is  12X11  =  132. 

In  bidding  for  a  Grando  make,  the  player  is  guided  by 
the  attitude  of  Vorhand.  If  he  holds  the  bid  beyond  the 
"Nullo"  game,  a  bid  of  20  (of  which,  later),  the  bidder 
must  calculate  on  his  probable  holding  of  Jacks,  and  if  one 
sees  small  probability  of  securing  the  make,  it  is  poor 
policy  to  allow  the  maker  of  the  game  to  read  your  suit, 
which  will  prove  of  great  assistance  to  him  in  the  manipu- 
lation of  his  cards.  With  the  lead,  and  sufficient  counting 
cards  to  make  61  points  before  Player  can  get  the  lead, 
it  is  Vorhand's  plan  to  induce  the  bidder  to  bid  high, 


NAMING   THE    GAME  33 

that  his  loss  may  be  the  greater.  Too  much  eagerness  in 
the  bid  has  wrecked  many  a  fond  hope. 

If,  however,  both  Opponents  have  passed.  Player  will 
not  expect  to  find  very  much  strength  against  him  (unless 
the  players  are  very  timorous  in  the  bid)  and  he  may  ven- 
ture with  a  lighter  hand,  believing  high  cards  to  be  in  the 
Skat.  After  studying  the  characteristics  of  each  player 
at  the  table,  Player  will  learn  who  passes  when  holding 
fair  strength,  and  will  himself  avoid  the  make  if  holding 
only  a  moderately  safe  hand. 

Vorhand  winning  the  make,  here  is  a  good  example 
of  a  Grando  make:  J4k;  ]^;  ]^;  Ace,  lo,  gjf^;  7^;  Ace, 
K,  QV. 

Having  the  lead.  Player  draws  the  other  Knave,  at  once, 
and  has  no  trump  against  him.  If  he  wins  more  than  60 
points,  his  game  is  valued  thus: 

''With  3,"  game  i,  making  4.  Solo  Grando  is  20. 
20  X  4  =  80.  If  he  wins  he  is  scored  plus  80.  If  he  loses,  he 
is  scored  minus  80. 

It  is  a  hazardous  game  to  bid  for  a  Grando  with  only 
two  Jacks  when  Opponent  has  bid  beyond  20,  as  the  miss- 
ing Jacks  are  in  all  probability  in  the  opposing  bidder's 
hand,  accompanied  by  suit  strength.  If  Player  is  not 
Vorhand,  it  increases  the  danger;  and  even  if  he  is  in  Vor- 
hand's  position,  he  should  be  protected  in  every  suit,  or 
have  a  long  unbroken  suit  and  the  two  high  Jacks  to  war- 
rant a  safe  make. 

Here  is  a  Grando  make  for  Mittelhand  or  Hinterhand: 

J*;  J^;  J¥;  J^;  ^°>  ^4^;  ^4^;  Ace,  lo^;  A^ .     Only 

one  trick  can  be  taken  by  Opponents  before  Player  has  the 

lead,  on  which,  under  favorable  circumstances,  but  26,  can 

3 


34  SKAT 

be  swarmed.  It  is  a  club,  and  every  other  trick  is  the 
Player's.  On  this  hand  a  declared  Schneider  should  be 
announced.     The  hand  would  be  of  the  following  value: 

"With  4,"  game  i,  Schneider  i,  declared  Schneider  i, 
making  7  multipliers.     Grando  Solo  is  20.    .20X7  =  140. 

To  distinguish  between  the  relative  values  of  a  Tourn^e, 
a  Solo  and  a  Solo  Grando,  requires  practice  and  a  nice 
sense  of  discrimination.  All-round  strength  in  three  or  all 
the  suits,  with  4  in  Jacks  and  Aces,  marks  the  ideal  Tourn^e ; 
but  the  distinction  between  the  other  two  makes  it  more 
difficult.  The  lack  of  one  card  changes  the  situation 
completely.  The  beginner  frequently  declares  Solo  on  a 
deal  in  which  he  holds  a  long  and  strong  suit,  which 
would  be  equally  successful  as  a  Grando,  and,  vice  versa, 
thinks  he  has  a  fine  Grando  when  a  Solo  would  really  give 
him  a  larger  result. 

There  are  many  rules  for  the  make  of  these  two 
trumps,  but  no  infalHble  one  has  yet  been  formulated. 
One  rule  for  the  Solo  make  is  when  Player  has  but  two 
losing  cards,  but  the  player  who  never  makes  with  less 
than  eight  winners  will  not  figure  on  the  score-sheet  as  a 
brave  soldier  of  Skat.  Another  rule  which  is  frequently 
followed  is  to  make  Solo  when  the  length  is  in  one  suit, 
but  with  three  Jacks,  or  with  two  black  Jacks,  and  Vor- 
hand's  position,  it  would  be  an  excellent  Grando. 

The  best  rule  for  making  the  trump  is  :  learn  to  esti- 
mate the  taking  value  of  the  cards  in  hand,  the  counting 
value  of  cards  not  in  hand,  the  peculiarities  of  each  oppos- 
ing player,  and  how  to  lead  to  clear  suits  and  leave  Player's 
remaining  cards  the  winners.  To  learn  this  thoroughly, 
one  must  know  when  to  bestow  count  judiciously  on  the 


NAMING   THE   GAME  35 

Opponent's  tricks,  to  obtain  greater  count  on  later  tricks. 
This  is  like  American  advertising.  A  miserly  player  will 
never  become  a  Skat  expert.  Nevertheless,  it  is  a  game 
of  strategy  and  one  must  learn  when  to  give  and  when  to 
withhold.  When  the  rudiments  of  the  game  are  mastered, 
illustrative  hands  will  assist  each  Skat  student  to  formu- 
late rules  for  himself  founded  on  practice  and  experience. 
A  bold  game  cannot  be  won  by  the  timorous,  nor  a  cautious 
game  by  the  reckless  player.  Each  to  his  own  gift.  All 
roads  lead  to  Rome. 


CHAPTER  VII 

VARIATIONS  ON  THE  PRECEDING  GAMES— THE  DEC- 
LARATIONS—COUNTING THE  SKAT  CARDS 

There  are  several  variations  of  the  foregoing  makes 
which  are  modern  innovations  and  of  doubtful  value  to 
the  game.  American  players  demand  more  chances  than 
the  normal  number,  and  these  variations  supply  that 
demand.  They  are  sanctioned  by  the  Nord  Amerikanischer 
Skat  Verband,  the  National  Skat  Association  of  this  coun- 
try, and  therefore  used  in  the  present-day  game. 

TOURNEE    GRANDO 

If  a  player  secures  the  bid,  elects  to  play  Tournee,  and 
turns  a  Knave,  he  ma3%  if  he  chooses,  advance  his  game  to 
a  Gran  do.  In  such  a  case,  he  must  state  whether  he  will 
play  Tournee  or  Grando  before  looking  at  the  other  Skat 
card.  But  if  he  does  not  wish  to  play  Grando,  the  suit 
turned  must  be  the  trump.  In  the  Tournee  Grando  the 
multiplicand  is  12,  instead  of  20  as  in  the  Solo   Grando. 

The  Tournee  Grando  has  the  same  limitations  in  regard 
to  the  ''declarations"  as  the  Tournee.  In  other  respects 
it  is  played  the  same  as  a  Solo  Grando,  with  the  advantage 
of  saving  high  counting  cards  in  the  discard  to  the  Skat. 
The  temptation  to  play  Grando,  because  of  the  rare  hap- 
pening of  turning  a  Knave,  is  a  menace  to  success,  and 
should  be  carefully  guarded  against.  Frequently  the  suit 
game  is  more  valuable  and  safer. 
36 


VARIATIONS  37 

In  the  Toumee  Gran  do,  as  in  the  Solo  Grando,  the  four 
Knaves  are  the  only  trumps,  each  plain  suit  having  seven 
cards. 

Here  is  an  example  of  a  Tournee  Grando:  Vorhand 
holds:     J4k;  Ace,  lojf^;  Ace,  g^^;  Ace,  9,  8^;  K,  Q^. 

Mittelhand  passes,  Hinterhand  passes.  It  remains 
for  Vorhand  to  name  the  trump  or  to  declare  Ramsch. 
He  elects  to  play  Toumee,  and  turns  ]^.  It  is  now  the 
privilege  to  play  spades  or  Tournee  Grando.  He  should 
play  the  latter  and  his  multipliers  are  ''with  2,"  game  i, 
making  3  ;  multiplicand  12.     Value  of  game  36. 

PASST-MIR-NICHT 

Another  variation  of  the  Toumee  is  the  Passt-Nicht — 
the  abbreviation  in  common  use.  The  successful  bidder, 
or  Vorhand  if  there  has  been  no  bid  and  he  chooses  to  play 
Toumee,  takes  one  of  the  Skat  cards  without  showing  it, 
and  without  mixing  it  with  his  other  cards.  If  he  approves 
the  suit  he  shows  it  and  places  it  in  his  hand.  The  suit 
thus  shown  becomes  trump.  He  then  takes  up  the  other 
card  and  discards  two  cards  as  usual  to  the  Skat.  Thus 
far  it  does  not  differ  from  the  Toumee  game ;  but  if  on  look- 
ing at  the  first  card,  he  does  not  like  it,  without  showing 
the  suit,  he  declares  Passt-Mir-Nicht  (accent  on  the  first 
word)  meaning  literally  "  It  pleases  me  not."  Placing  it  in 
his  hand,  he  then  turns  the  other  card  to  view,  and  that 
suit  is  trump,  willy-nilly,  as  he  can  not  return  to  the  first 
after  his  Passt-Mir-Nicht  declaration.  If  either  turn  is  a 
Jack,  he  has  the  privilege  of  playing  Grando,  as  in  the 
Toumee  game.  If  he  does  not  show  the  second  card  before 
mixing  it  with  the  other  cards,  he  must  play  the  highest 


38  SKAT 

game  which  his  opponents  choose  as  a  penalty.  If  in  the 
Passt-Mir-Nicht  game  the  Player  wins,  it  counts  the  same 
as  Toumee;  but  if  he  loses  it  counts  double  against  him. 
This  is  the  penalty  for  losing  the  game  after  having  had 
the  choice  of  two  turns. 

FRAGE 

*'Frage"  is  now  nearly  obsolete.  The  player  who 
declares  Frage  takes  up  both  Skat  cards  without  showing 
them,  chooses  a  trump  and  discards.  The  multiplicands  in 
Frage  (Question)  are  diamonds  i,  hearts  2,  spades  3, 
clubs  4.  Frage  (the  simple  game)  is  a  portion  of  the 
original  game,  but  its  small  count  has  caused  it  to  be 
superseded  by  games  of  higher  value. 

GUCKSER  (or  GUCKI  GRANDO) 

In  this  game,  both  the  Skat  cards  are  taken  into  the 
hand  without  showing  them,  but  before  doing  so  Player 
must  signify  whether  he  intends  to  play  Guckser  or  Frage. 
Where  Frage  is  never  played  the  announcement  is  not 
necessary,  as  the  taking  of  both  cards  without  showing 
either  one  signifies  the  intention  of  playing  Guckser. 

In  Guckser,  only  the  Jacks  are  trumps.  Although 
Player  has  the  privilege  of  the  discard  as  in  the  Tournee, 
he  incurs  the  risk  of  a  great  loss.  If  he  wins  the  game, 
the  count  is  16,  but  if  he  loses  it  counts  double  against  him. 

The  Guckser  is  the  most  nearly  allied  to  the  poker 
spirit  of  any  of  the  Skat  makes.  Sensational  players  will 
destroy  the  noble  game  of  Skat  with  trying  Guckser  makes 
recklessly  when  a  safe  Tournee  or  a  Solo  would  be  pre- 
ferable.    A  reasonable  degree  of  speculation  is  a  natural 


YARIATIONS  39 

concomitant  of  the  game,  but  if  it  degenerates  into  wilful 
rashness,  it  is  no  more  Skat,  but  Speculation — an  Ameri- 
can, not  a  German  diversion. 

A  reasonable  Guckser  is  the  following: 

Vorhand  holds  Q,  74k;  lo,  K^j^;  Ace,  8^;  K,  g,  8,  7^. 

Mittelhand  holds  Ace,  K,  gj||i;  Q,  9,  8,  7^^,  10,  g^; 

Hinterhand  holds  JJf,;  ]^;  10,  8^^;  A^;  K,  Q,  7^; 
Ace,  10^. 

InSkat:J4k;J4. 

Hinterhand  has  the  reqtiisite  holding  for  a  Guckser 
make,  and  will  score  ''with  4,"  game  i,  Schneider  i,  mak- 
ing 6  multipliers.  Guckser  counts  16,  thus  the  value  of 
the  game  is  96.  Schneider  can  be  readily  foreseen  when 
the  good  luck  of  the  Skat  holding  is  disclosed;  but  it  may 
not  be  declared,  as  the  Skat  cards  are  used. 

Whenever  one  of  the  Skat  cards  is  turned.  Player  has 
the  option  of  turning  either  the  lower  or  the  upper  one. 

GRANDO    OUVERT 

The  rarest  holding  in  Skat  and  the  one  of  highest  count- 
ing value  is  the  ''  Grando  Ouvert."  In  bidding  for  a  Grando, 
if  Player's  cards  are  sufficiently  valuable  to  warrant  the 
belief  that  he  can  take  every  trick  he  is  justified  in  making 
an  Ouvert.  His  cards  must  be  faced  upon  the  table,  before 
a  card  is  led,  and  played  from  that  position.  By  his  make, 
he  announces  he  will  take  every  trick,  which  is  a  declared 
Schwarz,  and  thereby  includes  all  lesser  counts.  A  declared 
Schwarz  implies  Schwarz,  declared  Schneider,  and  Schnei- 
der, making  4  multipliers,  game  is  i,  making  5,  and  in  addi- 
tion are  the  Matadors  which  are  contained  in  the  hand.     If 


40  SKAT 

Player  has  all  the  Knaves,  he  has  9  multipliers.  Gran  do 
Ouvert  count  is  24,  just  twice  the  Toumee  Grando  count. 
Thus  the  value  of  the  game  may  be  24X9  =  216,  the  highest 
possible  count  in  Skat. 

If  Player  loses  a  trick,  even  if  of  no  numerical  value,  he 
loses  the  full  value  of  the  game.  Should  there  be  a  Matador 
in  the  Skat,  it  is  used  as  in  the  preceding  games  to  increase 
the  value  of  his  hand,  but  the  counting  value  is  of  no  con- 
sequence, for  in  the  Ouvert  games,  contrary  to  the  usual 
Skat  law,  points  have  no  value,  tricks  only  counting,  and 
one  trick  lost  in  Grando  Ouvert,  all  is  lost.  Here  again, 
the  German  scorn  for  pretentious  assumption  of  superior 
strength  is  expressed  in  the  penalty. 

Here  is  an  example  of  a  Grando  Ouvert  make:  J4k;  J^] 
JV;  J4;  A4t;  Ace,  10,  K^^;  Ace,  lo^. 

Here  is  one  with  three  Knaves:  ]Jf^;  ]^;  J^;  Ace,  10, 
K,  Q^;  Ace,  10,  K^. 

Here  is  one  if  Player  is  Vorhand,  with  only  two  Jacks: 

J*;  !♦*>  A4i;  Ace,  10,  K^^;  Ace,  lo^;  Ace,  lo^. 

THE    DECLARATIONS 

In  the  Solo  make  there  are  two  multipliers  not  per- 
mitted when  the  Skat  cards  are  used.  In  Toumee,  if  Player 
takes  more  than  90  points  in  his  tricks,  he  counts  "  i  for 
Schneider,"  as  one  of  his  multipliers.  But  in  Solo,  if  his 
hand  is  exceptionally  good  and  he  can  count  in  advance 
with  a  sufficient  degree  of  certainty  on  capturing  91  points, 
he  may  "declare  a  Schneider,"  before  a  card  is  led,  and  if 
successful,  it  gives  him  another  multiplier,  including  i  for 
Schneider  also,  as  the  higher  count  includes  the  lower. 
Likewise,  in  Solo,  Player  calculates  his  hand  as  sufficiently 


COUNTING  41 

valuable  to  take  every  trick  (120  points)  he  may  "declare 
a  Schwarz,"  and  if  successful,  he  is  allowed  all  the  lesser 
count,  i.e,,  1  for  declared  Schwarz,  i  for  Schwarz,  i  for 
declared  Schneider,  i  for  Schneider,  making  4  multipliers 
besides  i  for  game,  and  the  Matador  count. 

In  any  game  where  the  Skat  cards  are  used,  the  declara- 
tions are  not  permitted,  though  the  Schneider  and  Schwarz 
count  are  always  allowed. 

These  declarations  must  be  made  before  a  card  is  played, 
and  it  is  well  for  Player,  when  he  is  not  Vorhand,  to  make 
them  quickly,  when  discarding,  as  when  Vorhand  is  an 
Opponent,  he  will  lead  before  a  declaration  can  he  made,  if 
possible.  If  the  declaration  is  not  fulfilled,  the  entire  value 
of  the  game,  declarations  included,  is  placed  to  Player's 
minus  score,  even  though  he  has  taken  more  than  60 
points.  Such  is  the  punishment  bestowed  upon  the  un- 
duly ambitious  Skat  player,  while  to  the  unduly  cautious 
player  there  is  no  award,  neither  is  there  any  sign  on  the 
score-card  of  a  brave  attempt.  Such  a  record  is  a  more 
discreditable  one  than  the  other. 

COUNTING    THE    SKAT    CARDS 

Although  the  Skat  cards  are  not  seen  by  any  of  the 
players  until  the  cards  are  played  (except  in  Toumee) 
they  are  counted  with  Player's  cards  at  the  end  of  the  play. 
Counting  cards  found  therein  may  materially  assist  his 
game,  but  if  a  Jack  is  found  it  may  destroy  a  game  already 
won.  If,  for  example,  he  has  played  a  club  Solo,  holding 
J^  and  J^,  he  would  reckon  his  game,  ''without  2,"  game 
I,  making  3  multipliers.  The  club  Solo  is  valued  at  12. 
Player  has  bid  to  25,  and  won  the  make.     The  value  of 


42  SKAT 

this  hand  is  12X3  =  36.  He  is  entitled  then  to  score  36. 
His  hand  must  be  worth  his  bid  and  is  scored  for  its  full 
worth  if  its  value  is  more  than  his  bid.  On  looking  at  the 
Skat  cards  at  the  end  of  the  play,  if  the  J4k  should  be 
there,  the  hand  is  ''with  i"  instead  of  ''without  2." 
Thus  he  loses  a  multiplier  and  his  hand  is  worth  only 
12X2  =  24.  As  he  has  bid  25,  he  is  a  loser;  and  as  he 
must  lose  a  multiple  of  his  game  (club  Solo,  12),  he  is 
scored  minus  36,  as  Player  never  loses  less  than  his  bid. 
This  is  "overbidding"  his  hand,  innocent  of  any  such 
intention  as  he  may  have  been. 


CHAPTER  VIII 

GAMES  WITHOUT  TRUMPS 

SOLO    NULLO 

In  each  of  the  preceding  ''makes/'  there  has  been  a 
trump,  either  suit  or  Jack;  and  the  taking  of  sixty-one 
points  or  more  has  been  essential  to  success.  But  Skat 
was  founded  on  democratic  principles,  and  equalization 
is  the  quality  which  distinguishes  it  from  all  other  games. 
This  characteristic  is  ever-present,  whether  in  the  make  or 
the  refusal  to  bid,  with  possession  of  high  counting  cards, 
or  absence  of  the  same,  in  the  discard,  and  in  the  swarming, 
and  there  are  compensating  advantages  in  either  the  offen- 
sive or  defensive  game,  the  affirmative  or  the  negative 
quality  of  the  hand. 

High  counting  cards  are  not  always  the  weapons  of 
warfare  of  the  victor.  There  are  occasions  where  they  are 
a  distinct  disadvantage. 

In  the  game  called  ''Nullo,''  the  lower  the  cards,  the 
more  valuable  is  the  hand.  It  is  a  comparatively  modem 
addition  to  the  Skat  games,  as  a  compensation  for  players 
holding  worthless  cards.  Although  the  name  Nullo  signi- 
fies a  complete  nullity  it  has  a  place  in  the  list  of  makes,  and 
has  a  fair  counting  value,  20. 

In  this  game,  tricks  count,  points  are  immaterial.  If 
Player  succeeds  in  remaining  a  nonentity,  and  takes 
no  trick,  he  wins  his  game  and  is  scored  plus  20.  But, 
if  he  takes  a  trick  he  is  a  loser  and  is  scored  minus  20. 

43 


44  SKAT 

As  soon  as  he  takes  a  trick,  the  play  ceases,  for  he  can 
lose  no  more. 

There  is  no  multiplicand,  no  multiplier,  no  Schneider 
nor  Schwarz.  Neither  is  there  any  trump.  The  cards  even 
change  their  rank  for  this  game  only,  and  rank  as  in  whist, 
as  follows:  Ace,  King,  Queen,  Jack,  lo,  9,  8,  7.  Thus 
each  suit  has  eight  cards  with  no  trumps,  and  Jacks  and 
10  are  relegated  to  a  lower  place. 

When  a  player  bids  to  20  and  then  passes,  it  is  gen- 
erally presumed  he  has  a  Nullo  hand  and  the  successful 
bidder  and  maker  of  the  trump  reckons  on  no  opposition 
from  his  hand.  It  is  not  always  safe  to  count  thus,  as  the 
cards  may  be  of  such  a  quality  as  to  cause  some  anxiety 
even  to  a  Solo  or  a  Grando  maker. 

Here  is  an  example  of  a  Nullo  hand: 

Q,  J,  9,  8,  74;  K,  8,  7^;  8,  7^. 

Another: 

Q,  8,  74t;  9,  84^,  Ace,  8,  7^;  9,  7^. 

Another: 

Ace,  K,  Q,  J,  8,  74I1;  9, 8^;  8,  7^.  In  this  example,  if  the 
bid  loses,  the  club  suit  would  be  an  important  factor  in  the 
game.  Thus  it  will  be  seen  that  all  Nullo  makes  are  not 
alike  in  being  nonentities  when  opposed  to  a  suit  make. 
The  game  Skat  is  full  of  surprises,  and  a  player  must  be 
prepared  at  all  points;  for  the  weapons  of  the  opponents 
are  various  and  of  peculiar  construction. 

GUCKI    NULLO 

When  both  Skat  cards  are  taken  into  the  hand,  two 
discards  made,  and  then  played  as  above,  the  count  is 
plus  15  if  won,  minus  30  if  lost. 


GAMES   WITHOUT  TRUMPS  45 

GUCKI   NULLO    OUVERT 

This  game  is  the  same  as  above,  excepting  the  cards  of 
Player  are  placed  on  the  table  before  a  card  is  led.  The 
count  is  plus  30  if  won,  minus  60  if  lost. 

NULLO    OUVERT 

As  in  all  Ouvert  games  the  cards  of  Player  must  be  faced 
on  the  table  before  a  card  is  played.  As  in  all  NuUo  games 
Player  must  lose  every  trick  to  be  a  winner.  If  he  succeeds, 
he  is  scored  plus  40,  but  if  he  takes  a  trick,  the  game  is  fin- 
ished and  he  scores  minus  40.  It  must  be  a  poor  hand 
indeed  when  he  can  not  be  compelled  to  take  a  trick  even 
with  all  his  cards  exposed. 

Here  is  an  example  of  a  Nullo  Ouvert  hand: 

9,  8,  74i;  10,  9,  8,  7^]  8,  7^;  7^. 

Here  is  one  of  a  different  holding: 

Ace,  K,  Q,  J,  10,  9,  7^;  7^5  8,  7^- 

In  the  game  as  played  a  few  years  ago,  the  first  trick 
was  played  before  exposing  the  cards,  but  it  is  not  so  in  the 
game  of  to-day.  There  was  also  a  Tournee  Nullo,  which 
has  been  abandoned.  If  in  turning  a  Skat  card  for  a  Tournee 
game,  it  was  a  seven.  Player  might  have  the  option  of  play- 
ing the  suit,  or  Nullo.  Since  the  Passt-Mir-Nicht  has  been 
adopted,  Tournee  Nullo  is  omitted  from  the  list  of  makes. 

** Revolution"  is  another  Nullo  game.  All  players  face 
their  cards  on  the  table,  and  Opponents  may  consult  and 
exchange  cards  in  attempting  to  defeat  Player.  The  count 
is  60.    The  game  is  not  authorized  by  the  National  League. 

No  prizes  are  given  in  Skat  tournaments  for  a  Nullo  game. 
It  was  introduced  as  a  consolation  opportunity  for  holders 
of  poor  cards  to  equalize  to  some  extent  their  chances. 


CHAPTER  IX 

A  COMPULSORY  GAME 

RAMSCH    (or    RAMSES    OR    RAMPS) CARDS    IN    SUIT 

This  is  a  remnant  of  one  of  the  old  University  student 
games,  called  Beer-Skat,  in  which  only  minus  points  were 
recorded.  It  has  proved  so  valuable  an  adjunct  of  the 
modern  game  as  to  be  adopted  permanently. 

With  so  great  a  variety  of  makes,  one  might  suppose 
no  deal  would  be  passed  without  a  choice  by  one  of  the 
three  players.  It  will  be  found,  however,  that  at  every 
Skat  table  there  is  a  "spoil-sport,"  or  a  timorous  player 
who  will  refuse  to  bid  though  holding  a  fair  hand.  Some 
refuse  from  lack  of  initiative,  some  in  order  to  beat  the 
Player  and  thus  place  a  minus  score  to  his  discredit. 

No  deal  in  Skat  passes  without  being  played.  If  no 
player  will  bid  it  becomes  the  duty  of  Vorhand  to  announce 
Ramsch.  In  Ramsch  each  plays  for  himself  and  takes  pos- 
session of  the  tricks  he  wins.  All  suits  are  equal.  There  is 
no  multiplicand  nor  multiplier;  no  Schneider  nor  Schwarz. 
The  cards  rank  as  in  Grando,  the  Knaves  being  the  only 
trumps.  There  is  a  difference,  however,  in  the  aim  of  the 
Player.  For,  in  Grando,  Player  aims  to  get  as  many  points 
in  his  tricks  as  possible,  while  in  Ramsch,  one  seeks  to  avoid 
taking  tricks  containing  cards  of  numerical  value.  The 
number  of  tricks  is  immaterial,  but  the  player  having  the 
highest  aggregate  of  points  in  his  tricks  is  scored  minus  20. 
If  one  of  the  players  takes  no  trick,  the  loser  is  scored 
46 


A  COMPULSORY   GAME  47 

minus  30 ;  and  if  the  loser  takes  all  the  tricks  he  is  minus 
50.  A  player  who  takes  no  trick  is  called  a  jungfer,  but  has 
no  plus  count  as  formerly.  If  there  is  a  tie,  the  one  who 
takes  the  last  trick  is  the  loser.  The  Skat  cards  also  belong 
to  the  winner  of  the  last  trick.  If  a  player  fails  to  bid 
when  holding  good  cards,  the  declaration  of  Ramsch  with 
its  attendant  results  is  a  just  punishment.  No  one  can  bid 
for  Ramsch,  and  only  Vorhand  can  declare  it  when  all  have 
declined  to  bid. 

Ramsch  is  a  somewhat  difficult  game  to  manage.  Un- 
like Nullo,  where  one  must  avoid  taking  a  single  trick,  in 
Ramsch  it  is  sometimes  advisable  to  lead  high  cards  in  the 
beginning.  If  the  leader  holds  a  red  Knave,  it  is  good  policy 
to  lead  it  at  once,  for  a  player  who  holds  a  black  Knave  will 
trump  a  worthless  trick  with  it,  at  the  first  opportunity. 
With  a  long  suit,  the  lead  of  the  middle  card  is  the  proper  one. 

It  is  not  necessary  to  keep  count  of  the  points  taken 
during  the  play  of  the  deal  as  in  the  trump  makes ;  but  it  is 
essential  to  remember  the  number  of  cards  of  each  suit 
already  played,  or  a  player  may  be  left  with  the  lead  and  no 
losing  card  in  hand. 

Here  is  an  example  of  a  Ramsch  game: 

Mittelhand  holds  Ace,  9,  8,  74k;  K,  Q^;  A^;  K,  8,  7^. 

Not  having  sufficiently  valuable  cards  to  make  the 
trump,  nor  cards  so  worthless  as  to  warrant  him  in  making 
Nullo,  Mittelhand  passes. 

Hinterhand  holds  J4k;  10,  K,  Q^k;  10,  84^;  K,  9,  8^; 
A4. 

Hinterhand  might  be  justified  in  bidding  10  for  a  Tour- 
nee  make  in  order  to  prevent  a  Ramsch  declaration,  but 
he  passes. 


48  SKAT 

It  is  now  Vorhand's  option  to  make  the  trump  without 
bidding,  or  to  decline  to  make.  He  holds  J^;  J^;  Ace,  9, 
74^5  Q?  7V5  ^o,  Q,  g^.  It  is  a  question  whether  Vorhand 
should  try  a  Tournee.  If  he  decides  to  declare  Ramsch,  he 
leads  his  J^. 

He  dare  not  lead  the  J^  when  he  again  has  a  lead,  for 
fear  the  J^  may  be  in  the  Skat,  as  is  the  fact,  and  thus 
both  Opponents  will  swarm  as  many  points  as  possible  on 
his  trick.  He  trumps  in  with  his  J^  on  a  trick  containing 
a  comparatively  small  number  of  points,  when  the  oppor- 
tunity occurs. 

Here  is  another  example  of  a  Ramsch: 

Mittelhand  holds  J^;  K,  74^;  Q,  g^;  10,  9,  7^;  Ace, 
9^.     He  passes. 

Hinterhand  holds  J^;  Ace,  10,  9^1;  10,  8^1^;  K,  8^;  K, 
Q^.     Hinterhand  passes. 

Vorhand  holds  Q,  84I1;  Ace,  K,  7^;  Ace,  Q^;  10,  8, 

In  Skat  are  ]Jf^,  jy. 

With  this  holding  Vorhand  would  declare  Ramsch,  and  if 
properly  played,  Hinterhand  will  get  the  count  of  minus  20. 

If  in  the  play  of  Ramsch  a  player  realizes  his  number 
of  points  taken  and  in  hand  will  make  him  the  loser,  and 
one  player  has  no  trick,  he  should  use  his  skill  to  give  a 
trick  to  that  player,  that  there  be  no  jungfer,  to  increase 
his  minus  score. 

If  points  are  evenly  divided  between  two  players,  the 
third  player  should  endeavor  to  give  points  to  the  one 
having  highest  score,  in  order  to  decrease  his  plus.  This 
method  of  strategic  play  requires  memory  and  a  clever 
manipulation  of  the  cards. 


A   COMPULSORY   GAME  49 

If  there  is  no  danger  for  oneself  and  an  Opponent  has 
an  opportunity  of  remaining  jungfer,  help  it  along  by  taking 
a  trick  from  him  when  possible,  in  order  to  increase  the 
minus  of  the  loser. 

With  the  playing  of  Ramsch,  concludes  all  the  possible 
makes.  Before  proceeding  farther,  it  will  be  well  to  reca- 
pitulate for  the  student  the  number  of  cards  and  values  of 
each. 

CARDS    IN    SUIT 

In  Toumee,  there  are  eleven  trumps,  and  seven  of  each 
of  the  three  plain  suits. 

In  Solo,  there  are  exactly  the  same  number  of  each,  as 
in  Tournee. 

In  Grando,  there  are  four  trumps  (the  four  Knaves) 
and  seven  cards  in  each  of  the  four  plain  suits. 

In  Tournee,  Solo  and  Grando  makes  Player  must  take 
6 1  points  or  more  to  be  a  winner. 

In  Ramsch,  there  are  four  trumps  (the  four  Knaves), 
and  seven  cards  in  each  of  the  four  plain  suits.  In  Ramsch, 
there  is  no  winner.  The  highest  number  of  points  taken  in- 
dicates the  loser. 

In  Nullo,  there  are  no  trumps,  and  eight  cards  in  each 
of  the  four  suits  ranking  as  in  whist.  In  Nullo  the  Player 
wins  if  he  does  not  take  a  trick,  loses  if  he  takes  one. 

In  Passt-Mir-Nicht,  the  cards  are  the  same  as  in  Tournee, 
and  in  Guckser  the  same  as  in  Grando.  In  these  two  games, 
if  Player  loses,  twice  the  value  of  the  game  is  scored  against 
him. 

One  should  not  forget  that  of  these  thirty-two  cards, 
there  are  two  in  the  Skat. 


CHAPTER  X 
PRINCIPLES  OF  THE  GAME-THE  LEAD 

Skat  requires  closer  concentration  than  any  other 
modern  card  game,  and  is  consequently  more  exhaust- 
ing. The  plan  of  making  up  the  tables  of  four  players 
each  is  therefore  adopted  in  order  that  one  may  rest  at 
every  deal. 

One  difficulty  in  learning  Skat  is  that  of  trying  to  com- 
pare it  with  other  games.  If  one  tries  to  play  by  whist 
rules,  he  will  fail  as  ignominiously  as  another  will  in  attempt- 
ing to  apply  the  rules  of  euchre.  The  student  should  make 
a  tabula  rasa  of  his  card  memory  and  commence  with  a 
clean  slate ;  for  it  is  like  no  other  card  game  in  principle  or 
in  execution.  The  unknown  factor  of  the  Skat  secret  will 
wreck  the  apparently  surest  combination  of  cards  at  one 
time,  and  make  a  success  at  another  of  an  apparently  absurd 
and  reckless  bid. 

Nevertheless,  one  must  take  chances  or  one  is  not  worthy 
the  name  of  a  Knight  of  Wenzel.  It  is  a  game  of  combina- 
tions and  contradictions;  and  herein  lies  one  of  its  chief 
charms.  The  exceptions  are  as  numerous  as  the  rules, 
and  with  each  deal  the  situation  may  be  entirely  opposed 
to  those  which  have  preceded  it. 

In  Skat,  all  things  are  possible,  and  nothing  is  certain. 
The  element  of  the  unknown,  of  mystery,  combined  with 
the  variance  of  skill  and  chance  render  it  the  most  capti- 
vating and  elusive  of  games. 
50 


PRINCIPLES— THE   LEAD  61 

THE  LEAD — VORHAND  AS  TRUMPMAKER 

The  bid  having  been  won,  the  game  to  be  played  named, 
and  the  Skat  cards  appropriated,  Vorhand  makes  the  first 
lead.  If  he  is  the  maker  of  the  trump,  his  lead  will  not  be 
the  same  as  if  he  were  an  Opponent.  Neither  will  it  be  the 
same  in  a  Toumee  or  a  Solo  make  as  in  a  Grando  or  a  Nullo. 
The  variations  are  so  many  that  it  will  be  well  to  take  them 
in  order. 

In  Skat,  trumps  are  the  soul  of  the  game;  therefore 
whether  the  make  is  Tournee,  Solo  or  Grando,  the  trump 
lead  should  be  the  first  one  by  the  maker  of  the  game. 

If  Vorhand  names  the  game,  he  leads  trumps  at  once: 
if  long  in  the  suit,  to  save  his  counting  cards  later;  if  short, 
to  take  two  of  his  Opponents'  for  every  one  of  his  own,  and 
also  to  conceal  his  weakness  in  the  suit.  For,  if  he  does 
not  lead  trumps.  Opponents  surely  will,  and  vice  versa. 

When  he  cannot  keep  the  lead  he  should  attempt  to 
throw  the  lead  into  the  hand  of  the  opponent  at  his  left, 
that  he  may  play  third  to  the  trick.  His  opponents  will 
endeavor  to  place  him  between  them  that  they  may  have 
him  at  their  mercy.  If  he  is  second  player  on  a  trick,  he 
knows  not  how  to  get  rid  of  his  weak  cards  without  loss; 
for  if  he  discards,  Opponents  will  swarm  points  on  a  trick; 
if  he  trumps,  Opponent  at  third  hand  will  throw  away  his 
losing  cards,  or  overtrump. 

If  the  turn  has  been  unfortunate,  Player  may  find  his 
ingenuity  severely  taxed  to  save  the  game,  and  strategic 
leading  his  only  safeguard. 

If  one  Opponent  has  the  high  trump  cards,  it  is  better 
to  lead  plain  suit,  for  in  the  lead  of  small  trumps  one  Op- 
ponent will  swarm  while  the  other  captures  the  trick. 


52  SKAT 

As  to  the  particular  card  proper  for  the  first  lead,  no 
rule  can  be  formulated  which  will  apply  to  every  case.  In 
a  Toumee  hand  like  the  following,  hearts  turned:  J^;  K, 
Q,  8^;  Ace,  lo,  Q,  g^ ;  Ace,  K^;  the  play  of  the  9^ 
would  be  a  good  leader.  Holding  Ace,  Ten  of  trumps, 
no  points  in  the  suit  can  be  swarmed  higher  than  a  King, 
and  two  trumps  are  drawn  from  Opponents.  On  return  of 
lead,  play  Queen. 

In  the  following  Solo  hand,  clubs  trumps:  J4^;  J^; 
J^;  Ace,  K,  QJf^;  lo,  Q^ ;  Ace,  K^,  the  lead  of  J^  is 
correct.     If  it  takes,  continue  with  the  J^. 

In  the  following  Grando,  J4k;  J^;  Ace,  lo,  K,  g^li; 
Ace,  K^l^;  lo,  Q^,  the  first  lead  should  be  J4k- 

If  J^  does  not  fall,  lead  the  clubs  until  it  does.  The 
spade  or  diamond  lead  will  then  come  to  Player,  and  an 
opportunity  for  a  finesse  will  occur.  If  hearts  are  led,  a 
trump  is  in  hand. 

In  the  first  lead  of  NuUo,  Vorhand  as  maker  of  the 
trump  has  a  disadvantage.  In  every  other  make  the  first 
lead  is  desirable.  In  Nullo,  where  there  are  no  trumps, 
and  where  the  capture  of  a  trick  proclaims  the  loser,  the 
position  of  the  third  hand  player  is  preferred  to  any  other. 
If  Vorhand  makes  it  Nullo,  it  is  an  unwise  policy  to  lead 
from  a  long  suit,  as  the  missing  cards  may  be  in  the  Skat. 
Opponents  will  not  return  a  Nullo-maker's  lead,  and  for 
this  reason  it  is  unwise  to  lead  a  singleton  seven.  Holding 
a  singleton  nine  or  eight,  lead  it,  as  after  one  Opponent  has 
had  an  opportunity  of  discarding,  leaving  the  suit  blank, 
the  other  may  lead  the  seven.  Holding  nine  and  seven  of  a 
suit,  lead  the  nine. 

In  the  following  Nullo  hand,  g,  7^1;  J,  g,  8,  7^;  7^; 


PRINCIPLES— THE   LEAD  53 

K,  8,  7^  ;  the  g^li  would  be  a  good  lead;  or  the  8^,  as  the 
King  is  a  dangerous  card  and  the  Nullo-maker's  lead  will  not 
be  returned. 

In  the  following  Nullo  Ouvert  hand:  g,  8,  7^;  Ace,  K, 
Q>  J>  9»  8,  7^,  lead  the  9^,  for  if  10^  is  in  the  Skat,  the 
seven  of  the  suit  would  make. 

In  Ramsch,  if  Vorhand  has  a  red  Jack,  there  is  no  bet- 
ter play  than  to  lead  it,  but  reserve  a  black  Jack  to  ruff  a 
worthless  trick.  It  requires  watchfulness  to  avoid  holding 
high  cards  at  the  end  of  the  game,  as  then  one  cannot 
throw  the  lead  and  will  capture  many  points. 

In  a  Ramsch  game  with  this  holding:  J^;  J^;  Ace, 
Q,  9,  74t;  K,  84^;  8^;  8^;  the  lead  is  J  V-  If  not  holding 
the  red  Jacks,  but  a  high  card  in  each  red  suit,  lead  ^4^; 
if  high  cards  in  one  red  suit,  lead  the  singleton  red  card, 
that  discards  may  be  made  in  that  suit. 


CHAPTER  XI 

THE  LEAD— MITTELHAND,  TRUMPMAKER 

Vorhand,  as  one  of  the  Opponents,  plays  on  different 
principles  from  those  governing  him  as  maker  of  the  trump. 
If  Mittelhand  is  the  maker,  Vorhand  leads  from  his  longest 
suit,  if  happily,  he  possesses  the  bliss  of  the  long  suit.  The 
rule  is  thus  tersely  expressed:  Short  road — long  suit;  long 
road — short  suit.  Thus,  if  Mittelhand  is  the  trumpmaker — 
short  road — lead  from  long  suit ;  if  Hinterhand  is  the  trump- 
maker lead  from  the  short  suit.  This  rule  is,  however, 
capable  of  exceptions,  as  are  all  rules  in  Skat  play. 

If  Vorhand  has  a  long  suit  in  trumps  headed  by  high 
cards,  he  should  lead  them:  for  if  he  has  no  plain  suit  to 
make  after  trumps  are  exhausted,  his  partner  may  have 
one;  but  if  Vorhand  has  a  long  suit  of  trumps,  low  cards, 
and  no  plain  suit,  it  would  be  manifestly  foolish  to  com- 
mence thus  until  he  had  discovered  the  tactics  of  the  trump- 
maker. If  Mittelhand,  trumpmaker,  on  getting  the  lead  in 
Tournee,  leads  plain  suit  cards,  called  Auf  die  Dorfer  gehen 
(**  Visiting  the  hamlets'')?  Opponents  know  the  turn  has 
been  unfortunate  and  his  trumps  are  few.  They  should 
then  lead  trumps  at  once,  if  either  one  can  get  the  lead. 
Opponents  desire  to  weaken  Player's  trump  strength,  and 
to  prevent  his  discarding  his  ladons  (cards  of  no  counting 
value).  In  any  one  of  the  Tournee  games,  he  has  an  oppor- 
tunity of  discarding  two  of  his  cards,  and  if  the  turn  is  not 
favorable  to  his  success,  he  has  discarded  cards  with  points 
54 


THE   LEAD— MITTELHAND  55 

to  save  a  Schneider,  and  may  still  hold  worthless  cards  in 
hand. 

In  case,  therefore,  Vorhand  cannot  advantageously  lead 
trumps,  he  should  play  his  long  suit,  leading  Ace  and  other 
high  cards  to  force  Player  to  trump.  Should  he  perceive 
that  Player  is  discarding  his  ladons,  and  that  his  partner 
is  not  swarming  high  counting  cards,  he  should  change  the 
suit. 

With  the  following  holding  Vorhand  should  make  an 
exception  to  the  rule:  K,  9,  74k;  Q,  74^;  Ace,  K,  9,  8,  7^. 

Mittelhand  has  turned  a  trump  club.  If  he  held  10^ 
he  has  assuredly  placed  it  in  the  Skat.  If  not  in  the 
Skat,  it  is  in  the  partner's  hand,  probably  unguarded. 
Lacking  hearts,  Vorhand  may  be  able  to  swarm  the  A^ 
later  in  the  game;  and  if  he  leads  7^,  Mittelhand  is  not 
tempted  to  trump.  The  regular  lead  of  the  A^  would 
possibly  entail  a  loss  of  21  points.  Had  Mittelhand  named 
a  Solo  game,  the  conditions  would  have  been  different,  as 
he  would  have  had  no  opportunity  of  discarding. 

If  when  Mittelhand  gets  the  lead,  he  leads  trumps, 
Hinterhand  should  endeavor  to  put  Vorhand  in  the  lead, 
when  he  should  endeavor  to  force  Mittelhand's  trumps  by 
leading  high  cards  for  him  to  ruff. 

If  Mittelhand  has  made  it  Solo,  it  is  generally  best  to 
lead  Ace  of  a  long  suit,  and  then  change  the  suit  to  pre- 
vent Player  from  discarding.  If  Vorhand  has  Ace,  Ten 
in  the  same  suit,  he  should  lead  the  stiit  twice,  even  though 
he  knows  the  Ten  will  be  trumped.  It  is  better  to  lose  the 
Ten  than  to  allow  the  Player  to  discard  his  short  suit.  From 
a  suit  headed  by  Ten,  King,  the  King  is  the  better  lead. 
In  all  cases  where  a  card  of  small  counting  value  will  effect 


56  SKAT 

the  same  result  as  one  of  high  value,  play  the  lower,  even 
if  the  low  cards  are  King  and  Queen.  One  point  may  win 
or  lose  the  game. 

Prof.  Hoffman  declares  that  of  ten  Solo  makes,  nine 
have  a  weak  point  in  the  ladons  (Fehlkarten).  To  take 
advantage  of  this  fact,  Opponents  must  keep  changing 
suits  in  order  that  Pla3^er  may  not  have  an  opportunity  of 
discarding. 

Opponents  should  seek  every  opportunity  of  placing 
Player  in  the  middle  that  one  may  play  before  and  the  other 
after  him.  If  they  cannot  effect  this,  they  should  endeavor 
to  put  him  in  the  lead  where  he  cannot  make  his  tenaces, 
the  best  and  third  best  cards  of  a  stdt.  He  can  make  two 
tricks  with  a  tenace,  if  he  can  play  third,  but  only  one 
trick  if  he  leads  from  it. 

The  following  cards  show  the  situation  at  the  close  of 
a  hand  in  a  recent  club  game. 

Vorhand  held  K,  g^i;  Ace,  K^. 

Mittelhand  held  QJf^l  ^o,  Q,  7^1^. 

Hinterhand  held  7,  SJf^]  9?  7  V- 

It  is  Mittelhand's  lead.  Diamonds  are  trumps.  Mittel- 
hand holds  a  minor  tenace  in  spades,  Vorhand  the  major 
tenace  in  the  same  suit.  If  Mittelhand  is  not  compelled  to 
lead  a  spade  he  can  make  his  Ten.  If  he  leads  the  suit,  he 
makes  neither  Ten  nor  Queen.  If  Mittelhand  leads  Q4li, 
Vorhand  will  refuse  to  take  the  trick,  and  the  other  tricks 
are  his  with  their  32  points.  If  he  takes  the  Q4i,  he 
gains  only  21  points.  If  Mittelhand  leads  the  small  spade 
Vorhand  gains  every  point. 

When  Mittelhand  makes  it  Grando,  the  situation  is 
hazardous.     The  chief  object  of  the  Opponents  is  to  draw 


THE   LEAD— MITTELHAND  57 

Player's  trumps  as  early  in  the  game  as  possible  in  order 
to  make  their  own  suits.  Should  Vorhand  be  so  fortunate 
as  to  hold  the  highest  Jack  he  should  lead  it  first,  and  then 
seek  by  the  play  of  high  cards  to  force  Knaves  from  Player's 
hand.  Should  Vorhand  hold  a  low  Knave  he  should  com- 
mence with  his  long  suit  unless  he  has  such  guards  in  every 
suit  as  to  establish  the  probability  of  a  re-entry.  An  unusual 
situation,  but  not  an  impossible  one. 

If  Vorhand  has  any  other  Jacks  than  the  highest,  he 
should  lead  his  long  suit,  keeping  the  Knaves  for  later  play. 

The  Gran  do  may  be  a  Passt-Mir-Nicht,  or  Tournee 
Grando.  In  this  case,  having  neither  the  highest  Knave 
nor  a  strong  suit,  Vorhand  may  advantageously  lead  the 
suit  of  the  turned  Jack,  as  Player  is  doubtless  weak  in  that 
suit. 

Another  guide  to  the  first  lead  is  the  suit  on  which  the 
partner  has  presumably  bid  if  Vorhand  can  fathom  his 
intentions. 

Whatever  Vorhand  may  lead,  he  should  not  lead  from 
a  short  suit,  nor  a  singleton  when  Grando  is  the  make. 

If  Player  leads  out  of  turn,  the  game  terminates,  unless 
the  Opponents  wish  to  continue,  for  the  purpose  of  increas- 
ing Player's  loss.  He  loses,  even  though  his  cards  would 
have  won  the  game. 

THE    LEAD,    HINTERHAND    TRUMPMAKER 

The  lead  of  Vorhand  when  Hinterhand  makes  the  trump 
is  not  materially  different  from  that  in  which  Mittelhand 
is  the  trumpmaker.  It  must  be  strictly  conservative,  as 
Hinterhand  has  an  advantage  in  being  the  last  player. 
The  first  lead  should  be  an  Ace  when  possible,  and  some 


SKAT  58 

idea  of  the  holding  of  the  other  players  may  be  gained  by 
the  fall  of  the  cards. 

Should  partner  have  a  renounce  in  the  suit,  and  Vor- 
hand  the  next  best,  it  would  be  advantageous  to  lead  it  a 
second  time,  that  partner  may  swarm  or  renounce  as  best 
suits  his  holding. 

The  lead  of  a  singleton  may  be  an  excellent  play  later 
in  the  game,  if  the  trumpmaker  is  second  player  to  the 
trick,  but  the  practice  of  commencing  a  game  with  a  single- 
ton is  a  dangerous  precedent  to  establish. 


CHAPTER  XII 
HARMONY  BETWEEN  PARTNERS 

THE    LEAD    IN    NULLO    GAMES 

In  any  game  of  Skat,  it  is  essential  for  the  partners  to 
play  in  perfect  harmony,  but  the  percentage  of  players 
who  invariably  do  so  play  is  exceedingly  small.  The  dis- 
cipline of  systematized  methods  under  which  bridge  and 
whist  experts  have  been  developed,  more  fitly  prepares 
them  to  play  in  accord  than  the  practice  of  other  card 
games ;  but  the  methods  of  Skat  play  are  radically  different 
from  those  of  the  whist  games.  For  those  players  who 
have  abandoned  whist  and  bridge  to  play  Skat,  and 
imagine  they  can  apply  the  rules  of  those  games — will  be 
playing  as  R.  F.  Foster  has  so  aptly  described  it,  "a,  game 
of  their  own  invention,  but  not  the  game  of  Skat.'* 

In  no  game  is  the  necessity  for  perfect  accord  more 
marked  than  in  that  of  Nullo.  Clever  counter-play  can 
in  the  majority  of  cases  defeat  the  maker,  for  if  his  holding 
have  no  weak  place,  he  would  have  declared  Nullo  Ouvert. 

In  the  trump  makes,  the  first  aim  of  the  Opponents  is 
to  exhaust  Player's  trumps.  In  Nullo,  there  is  no  trump, 
and  different  tactics  are  in  order. 

In  Nullo,  when  Mittelhand  or  Hinterhand  is  the  maker 
Vorhand  should  lead  a  singleton,  whatever  the  value  of 
the  card.  When  he  has  thus  secured  the  opportunity  of 
a  renounce  in  that  suit  on  subsequent  leads,  there  is  a  fair 
chance  of  forcing  the  NuUo-maker  to  capture  a  trick. 

59 


60  SKAT 

If  Vorhand  has  no  singleton,  he  should  lead  a  card  of 
intermediate  value.  In  the  following  hand,  for  instance, 
held  by  Vorhand,  Mittelhand,  maker:  K^b;  Ace,  Q,  8^; 
K,  10,  9,  7^;  J,  9^,  Vorhand  should  lead  the  KJf^. 

But  if  the  holding  was  as  follows:  K,  J4k;  Ace,  Q,  8^1^; 
K,  10,  7^;  J,  9^,  an  intermediate  card  is  a  better  lead, 
or  the  top  of  short  suit,  J^.  The  lo^  is  an  intermediate 
card. 

Whatever  Vorhand  leads  first,  his  partner  should  return 
it  when  he  gets  the  lead,  unless  Player  has  a  renounce  in 
the  suit. 

If  an  Opponent  cannot  return  his  partner's  lead  he 
should  lead  his  renounce  as  the  next  best  play. 

Unless  one  is  possessed  of  rare  intuition,  he  should  never 
return  Player's  lead,  although  there  are  times  when  he  is 
feinting,  and  the  fall  of  the  cards  may  disclose  his  holding. 

In  the  following  deal  Vorhand  holds  these  cards,  and 
makes  Nullo:    K,  8^^;  8,  74^;  Ace,  Q,  J,  8,  7^;  7^. 

If  he  leads  a  heart  and  one  hand  holds  the  other  three, 
he  will  be  compelled  to  take  the  third  trick  and  lose  the 
game.  If  he  leads  a  diamond  or  a  spade,  it  will  not  be  led 
to  him,  as  it  is  seldom  safe  to  return  the  maker's  lead  in 
Nullo.  Knowing  it  will  not  be  returned,  he  leads  the  84k, 
trusting  the  7  is  not  in  the  vSkat. 

Mittelhand  holds  Q,  J,  jJh'^  Ace,  K,  94;J,  10,  9,  8^. 

Hinterhand  holds  Ace,  9^1;  Q,  J,  lo^jk;  K,  10,  9^;  K, 

A^  and  104I1  are  in  Skat.  - 

Hinterhand  is  compelled  to  take  the  trick  and  therefore 
takes  it  with  his  highest,  the  Ace.  What  shall  he  return  ? 
His  cards  are  all  high,  and  if  he  rises  to  the  occasion,  he 


HARMONY  BETWEEN   PARTNERS  61 

will  suspect  Vorhand  of  a  feint  in  the  lead,  and  return  the 
94^.  If  he  leads  any  other  card,  Vorhand  wins  his  game 
by  not  taking  a  trick.  Every  heart  trick  is  safely  lost  if 
led  to  Vorhand;  on  the  second  lead  of  diamonds,  he  will 
discard  his  K^b^  This  is  one  of  those  unusual  cases,  the 
exception,  not  the  rule. 

If  Mittelhand  or  Hinterhand  makes  Nullo,  and  Vor- 
hand's  cards  are  so  high  it  is  impossible  to  throw  the  trick 
to  Player  at  once,  he  should  lead  his  high  cards  first,  as 
the  winning  of  nine  tricks  is  no  obstacle  to  ultimate  victory 
if  Player  can  be  compelled  to  take  the  other  trick. 

Opponents  should  seek  every  opportunity  to  put  Player 
in  the  middle  as  in  the  trump  games. 

If  Vorhand  as  an  Opponent  has  two  singletons,  he  should 
lead  the  lowest  one  first  and  play  the  other  as  his  first  re- 
nounce. 


CHAPTER  XIII 

THE  DISCARD 

TO    THE    SCAT 

To  the  raw  recruit  in  the  Skat  battle  a  discard  means 
simply  an  abandonment  of  worthless  material,  but  to  the 
experienced  warrior  its  purpose  is  far  more  complex. 

Under  the  head  of  discards  may  be  placed  the  discard 
to  the  Skat,  the  throwing  on,  and  the  throwing  off. 

In  all  the  Tournee  games,  Tournee,  Tournee  Grando, 
Passt-Mir-Nitch,  Tournee  Nullo,  Guckser  Grando,  and 
Guckser  Nullo,  the  Skat  cards  are  available  and  Player  is 
permitted  to  select  ten  cards  of  the  twelve  at  his  disposal 
with  which  to  play.  The  two  other  cards  constitute  the 
discard  to  the  Skat.  There  are  two  purposes  in  this  dis- 
card— to  rid  the  hand  of  unnecessary  cards  and  to  place 
valuable  counting  cards  in  the  safe  stronghold  of  the  Skat, 
that  their  loss  may  not  assist  in  the  defeat  of  Player's  game. 

First,  as  to  the  riddance  of  superfluity.  Player  should 
discard  all,  if  possible,  of  a  short,  valueless  suit,  that  he 
may  trump  when  the  valuable  cards  of  that  suit  are  led. 
An  unguarded  Ten,  or  a  Ten  singly  guarded,  leaving  the  suit 
blank,  is  an  excellent  discard,  even  if  worthless  cards  of 
another  suit  are  retained,  if  the  hand  is  weak,  as  a  com- 
pulsory discard  in  the  play  of  the  weak  card  will  be  prefer- 
able to  the  discard  of  the  Ten.  But,  with  Ten,  King  only 
in  a  suit,  another  discard  would  be  generally  more  satis- 
factory, as  one  of  that  suit  will  make.  With  Ace  and  one 
small  in  a  suit,  the  small  one  would  be  a  suitable  discard,  as 


THE   DISCARD  63 

the  opportunity  of  trumping  the  Ten  is  a  probable  result. 
An  Ace  singleton  is  occasionally  discarded,  but  it  is  an  ex- 
ceptional cas.e  where  such  a  contingency  is  likely  to  occur. 

An  example  of  a  discard  to  the  Skat  follows: 

Mittelhand  passes,  Hinterhand  passes,  Vorhand  holds: 
J*;  J4^;  JV;  lo.  K^^;  K,  g^;  K,  9,  7^.  Vorhand  turns 
A^.  The  other  Skat  card  is  A^J^.  Vorhand  discards  the 
K  and  g^.  A  beginner  will  discard  the  club  suit,  thinking 
the  14  points  saved  the  important  feature.  One  of  the  club 
tricks  is  safe  and  4  points  of  the  heart  suit,  with  the 
opportunity  of  trumping  both  Ace  and  lo^  by  leaving 
the  suit  blank. 

In  discarding  to  the  Skat,  one  must  not  only  consider 
what  to  throw  away,  but  what  to  retain,  which  is  quite  as 
important.  In  the  matter  of  retaining  it  is  advisable  when 
possible  to  keep  a  *' close  hand,"  i,e.,  cards  in  an  unbroken 
sequence. 

An  example  of  this  follows: 

Vorhand  holds  J4t;  ]i^\  J^;  Ace,  10*;  Q,  g4^,  8^; 
K,  g^,  Mittelhand  passes,  Hinterhand  passes.  Vorhand 
makes  it  Guckser,  and  takes  Q^  and  Q^  from  the  Skat. 
To  keep  the  diamond  sequence  he  discards  the  tw^o  hearts. 
He  loses  two  spade  tricks  with  2%  points,  one  diamond 
trick  wth  24  points,  making  52  points,  and  the  remainder 
of  the  tricks  with  the  points  are  his  own. 

In  discarding  to  save  counting  cards  in  the  Skat,  a 
student  in  Skat  is  wont  to  remember  only  the  points  to  be 
saved,  forgetting  the  capturing  quality  of  cards  in  hand. 
There  are  times  when  Tens  and  even  Aces  must  be  discarded 
to  the  Skat,  and  tim.es  when  they  are  more  valuable  in  the 
hand.    In  the  following  hand  Mittelhand  passes  and  Hinter- 


64  SKAT 

hand  holds:    ]i^;  ]^;  J4;  K,  Q,  gjf,;  lo^;  Ace,  lo,  K^. 

He  bids  lo  and  Vorhand  passes.  Hinterhand  turns  Q^> 
The  other  Skat  card  is  lo^.  He  discards  the  singleton  lofjp. 
The  diamond  suit  may  be  in  danger  of  being  trumped,  as 
he  holds  three;  therefore  he  discards  the  A^  and  leaves 
the  heart  suit  blank  that  he  may  trump  the  Ace  when  led, 
and  also  saving  21  points  in  the  Skat. 

It  may  seem  absurd  to  advise  the  Skat  student  to  dis- 
card trump  card  to  the  Skat,  3^et  there  are  occasions  when 
it  w^ill  save  the  game.    Here  is  a  case  in  point. 

Player  as  Hinterhand  takes  Tournee,  and  turns  A^. 
The  other  Skat  card  is  Qij^. 

Player  holds  J^t;  K,  Q,  gjf^;  K^;  Ace,  K,  Q^;  10,  7^. 
As  there  is  danger  of  losing  the  Ace  and  Ten  of  trumps 
Player  discards  them  to  the  Skat. 

In  a  long,  plain  suit,  headed  by  Ace  and  Ten,  if  Player 
is  weak  in  trumps,  he  should  throw  Ace  and  Ten  to  the 
Skat,  as  he  can  have  but  little  hope  of  saving  them  in  the 
play. 

If,  however,  it  is  a  Guckser,  the  discard  will  have  differ- 
ent features.  As  there  is  less  probability  of  Tens  and  Aces 
being  trumped,  they  are  more  valuable  in  the  hand  as  tak- 
ing cards  than  in  the  Skat.  Unguarded  Tens  should  of 
course  be  saved  in  the  Skat. 

In  an  example  like  the  following: 

Player  holds  J^k;  ]^;  J^;  lojf^;  Ace,  K4^;  K,  7^;  10, 
K^.  He  makes  it  Guckser,  and  finds  jy  and  S^  in  Skat. 
The  lo^i  will  naturally  be  one  of  the  discards,  but  if  a  stu- 
dent thinks  to  save  a  fine  card  by  the  discard  of  the  10^, 
he  will  rue  it.  The  K^  is  the  proper  discard;  otherwise 
there  is  no  trick  in  either  suit  without  trumping.     With 


THE   DISCARD  65 

Ten,  King  in  a  suit  one  trick  is  certain  and  a  possible  dis- 
card of  the  7^  on  a  valueless  club  trick  will  leave  the  heart 
suit  free  for  ruffing. 

THROWING    ON,    OR    SWARMING 

The  second  form  of  discard  in  this  game  is  called  swarm- 
ing. It  has  various  appellations,  smearing  and  fattening 
being  used  indiscriminately,  but  the  word  swarming  is  more 
popular  than  the  others. 

The  Partners  playing  in  harmony  to  defeat  Player's 
game  use  every  endeavor  to  win  60  points  in  their  united 
tricks.  To  effect  this  result,  judicious  swarming  must  be 
practiced  at  every  opportunity.  An  Opponent  having  a 
renounce,  plays  to  his  partner's  trick  a  high-scoring  card 
of  another  suit.  This  is  most  effectively  done  when  Player 
is  second  in  play  to  a  trick ;  for  if  he  renounce  or  follow  suit 
with  a  lower  card ,  third  player  may  take  advantage  of  the 
chance  by  saving  a  high  counting  card ;  and  if  Player  trumps, 
Opponent  may  renounce  a  weak  card  or  blank  a  suit,  in 
order  to  swarm  on  a  subsequent  trick.  These  tactics 
on  the  part  of  Opponents  will  inevitably  embarrass 
Player,  and  if  the  suit  is  long,  may  result  in  his  com- 
plete defeat. 

The  position  requiring  the  most  insight  as  well  as  judg- 
ment in  weighing  probabilities  is  when  the  Opponent  having 
the  renounce,  plays  second  to  the  trick.  Not  knowing 
whether  Player  at  third  hand  can  capture  the  trick,  or 
otherwise,  he  is  in  a  perilous  dilemma.  If  he  does  not 
swaiTQ,  and  the  trick  is  taken  by  partner,  he  is  chagrined 
indeed;  and  if  he  swarms  a  card  of  large  cotmting  value, 
and  Player  takes  the  trick,  he  is  in  as  great  grief  as  before, 
5 


66  SKAT 

Here  is  an  example  of  a  swarm  at  second  hand  on 
Player's  lead. 

Mittelhand  passes.  Hinterhand  bids  to  22  and  passes. 
Vorhand  turns  0V>  therefore  heart  Toumee  is  the  trump. 
Vorhand  leads  J^,  Mittelhand  holds  Ace,  7^,  and  think- 
ing Hinterhand  must  have  ]Jf^  or  ]^  as  he  bid  beyond  the 
Nullo  count,  he  throws  on  A^. 

A  feint  frequently  practiced  by  Player  in  order  to  capture 
points,  is  the  lead  of  J^  when  holding  all  the  Knaves. 
J^  being  the  proper  lead  when  holding  the  three  in  se- 
quence in  order  to  call  the  best,  Opponent  at  second  hand 
will  naturally  suppose  it  is  the  case  and  ''throw  on"  a 
high  scoring  card.  When  third  hand  fails  to  play  ]^,  as 
he  expected,  he  realizes  he  has  been  a  victim  with  too 
hopeful  a  temperament.  When,  in  a  subsequent  deal,  the 
J^  is  led,  he  avoids  the  trap,  discarding  a  worthless 
card,  and  finds  his  partner  with  a  lone  trump,  the  high 
Jack  capturing  but  4  points  on  the  trick  where  they 
should  have  had  14  or  15.  Such  are  the  surprises  and  dis- 
appointments of  Skat. 

Here  is  a  case  in  point:  Mittelhand  passes,  Hinterhand 
bids  10  and  passes.  Vorhand  having  the  four  Knaves,  makes 
a  Toumee  game,  a  spade,  and  leads  J^.  Mittelhand  has  no 
spade  but  has  Ace,  10,  K,  and  74I1.  Knowing  the  suit  is 
too  long  to  make  without  trumps,  and  thinking  Hinter- 
hand has  a  black  Jack,  he  throws  on  the  AJf$  and  loses  it. 

When  the  Player  takes  Tournee  and  therefore  has  a 
chance  to  discard,  a  swarm  at  second  hand,  where  Player 
is  third,  is  more  dangerous  than  when  Solo  or  Grando  is 
the  make. 

To  avoid  extravagant  mistakes  each  player  must  draw 


THE   DISCARD  67 

inferences  from  the  bidding  before  the  game  commences. 
He  will  know  from  his  partner's  bid  whether  he  probably 
holds  a  Jack,  and  can  thus  judiciously  swarm  points  on  a 
doubtful  trick.  If  his  partner  has  not  bid,  it  is  more  diffi- 
cult to  determine  the  cards  of  his  holding,  but  the  previous 
rounds  will  enlighten  him  to  some  extent,  if  he  is  logical 
in  making  deductions.  The  idiosyncrasies  of  the  other 
players  are  guide-posts  it  is  well  to  read  in  passing,  espe- 
cially when  all  other  indications  are  wrapped  in  obscurity. 
What  a  player  has  done  once,  he  is  likely  to  do  again.  If 
Player  is  known  to  be  venturesome  and  Opponent  is  known 
to  be  timid,  a  low  card  led  by  Player  is  safe  to  swarm  on, 
as  in  all  probability  partner  has  commanding  cards  but 
was  too  cautious  to  bid. 

When  one  Opponent  leads  a  winning  card,  the  partner 
at  second  hand  should  swarm  as  a  general  rule;  but  if  he 
knows  Player  has  a  renounce  in  the  suit,  and  leader  has 
thus  played  to  force  a  trump  from  Player,  he  should  rid 
his  hand  of  a  worthless  card,  instead  of  still  farther  ''fat- 
tening" the  trick. 

Here  is  an  example:  Mittelhand  bids  to  20  and  passes. 
Hinterhand  passes.  Vorhand  takes  a  Passt-Mir-Nicht  and 
finds  the  second  card  a  heart.  He  leads  Q^,  which  is 
taken  by  Mittelhand  with  K^,  Hinterhand  following  with 
the  7.  Mittelhand  then  leads  AJf^,  Hinterhand  plays  gjf^ 
and  Vorhand  plays  QJ(^.  Hinterhand  has  no  more  clubs, 
nor  has  Vorhand.  Mittelhand  leads  104I1,  and  Hinterhand 
should  renounce,  not  swarm,  as  Mittelhand  seeks  to  force 
Vorhand's  trumps  with  his  high  lead. 

When  an  opportunity  occurs  to  swarm  a  Ten,  it  should 
as  a  rule  be  used,  but  an  Ace  of  an  unplayed  suit  might 


68  SKAT 

result  in  serious  loss.  If  holding  both  Ace  and  Ten  of  an 
unplayed  suit,  the  Ace  should  be  swarmed,  as  not  only  are 
II  points  saved,  but  partner  thereby  informs  the  winner 
of  the  trick  that  Ten  is  still  in  hand,  or  that  the  suit  is  very 
long.  If  the  suit  is  long,  the  Ten  may  also  be  swarmed  on 
a  subsequent  trick. 

Whoever  aims  at  expertness  in  Skat  play  must  be  ob- 
servant of  every  detail:  the  inferences  from  the  bidding,  or 
the  refusal  to  bid,  the  peculiarities  of  the  players  and  their 
characteristics,  and  the  deductions  from  the  face  of  the 
cards.  He  must  also  remember  the  number  of  cards  of 
each  vSuit  played,  and  their  taking  as  well  as  their  numeri- 
cal value,  and  the  possibilities  of  the  value  of  the  last 
trick.  Good  swarming  overthrows  the  Player,  but  reckless 
casting  on  counting  cards  will  result  in  his  victory. 

THROWING    OFF 

The  Skat  player  who  is  always  judicious  in  the  de- 
cision as  to  throwing  away  or  trumping  in  is  an  expert, 
without  question.  This  contingency  properly  met  is  one 
of  the  finest  points  in  the  game;  and,  as  with  other  Skat 
problems,  no  invariable  rule  will  apply.  A  general  prin- 
ciple is  that  Player  at  third  hand  should  discard  a  worth- 
less card,  unless  the  trick  contains  at  least  one  scoring 
card,  and  vice  versa;  but  there  are  exceptions  even  to  this 
apparently  obvious  rule. 

If  Player  is  weak  in  trumps,  it  may  be  necessary  to 
refuse  to  trump  even  a  high  scoring  card,  always,  however, 
keeping  count  of  Opponent's  points,  as  it  must  be  trumped 
if  the  tricks  will  give  them  60  points.  When  Player  is 
strong  in  trumps,  he  must  be  guided  by  his  holding.    If  he 


THE   DISCARD  69 

holds  sufficient  points  to  win  the  game  he  should  pass  the 
trick.  But,  in  so  doing,  there  are  many  circumstances  to  be 
considered.  Player  must  make  a  calculation  of  all  available 
assets,  and  rid  his  hand  of  useless  material,  husbanding 
his  resources,  and  weeding  his  hand,  until  every  card  is  a 
winner.  Inexperienced  players  frequently  consider  them- 
selves victors  with  possibly  55  points  or  more  in  tricks 
and  other  counting  cards  yet  unplayed,  and  find  at  the 
last  mom-cnt  they  have  finished  their  part  of  the  play,  and 
Pla^/er  is  a  winner. 

In  Nullo  games,  a  discard  of  a  singleton,  unless  it  is  an 
8  or  a  7  is  nearly  always  advisable.  In  Ramsch,  it  is  not 
well  to  discard  a  loser  to  the  ninth  trick,  if  holding  the 
last  trump,  as  the  winner  of  the  last  trick  owns  the  Skat 
cards. 


CHAPTER  XIV 

FINESSING 

In  Skat,  the  exceptions  to  the  rule  are  dependent  on 
the  player's  originality  and  skilful  manipulation  of  the 
cards.  A  Gran  do  Ouvert  is  won  by  a  fortuitous  deal.  No 
skill  is  required,  it  plays  itself  as  does  a  piano  hand  in  whist. 
But  with  weak  weapons,  to  wrest  victory  from  the  hands 
of  the  Opponents  marks  the  Skat  expert.  Occasions  are 
constantly  recurring  where  an  unusual  method  of  play  is 
necessary  for  success.  Neither  rational  principles  nor 
special  precepts  will  suffice;  but  a  few  hints  may  point  the 
way  to  the  inexperienced  traveler  along  the  Skat  highway. 

These  variations  from  the  usual  methods  are  finesses 
of  the  game,  and  are  often  the  only  means  by  which  the 
Player  can  win,  or  by  which  the  Opponents  can  defeat  him. 
But  even  in  the  hands  of  players  of  some  note  these  pro- 
cedures often  prove  a  two-edged  sword,  and  it  is  well  to 
become  thoroughly  acquainted  with  values  before  ventur- 
ing on  an  undue  use  of  the  finessing  game. 

IN    THE    LEAD 

When  Mittelhand  is  Player  and  Vorhand  holds  a  suit 
of  six  cards  headed  by  the  Ten,  it  seems  manifestly  absurd 
for  him  to  commence  the  game  with  the  lead  of  the  Ten. 
Nevertheless  it  is  the  proper  card  to  lead  with  such  a  hold- 
ing. The  Ace  is  the  only  one  of  the  suit  absent  from  the 
hand.  If  Player  has  it,  partner  can  trtimp  and  capture 
70 


FINESSING  71 

21  points  at  least.  If  Player  has  it  not,  he  is  forced 
to  weaken  his  trump  hand,  or  lose  the  trick.  If  he  refuses 
to  trump  it  is  led  again  as  soon  as  an  opportunity  occurs, 
and  he  is  in  a  worse  predicament  than  before;  for  third 
player  can  swarm  or  discard  weak  suits  according  to  cir- 
cumstances. By  this  apparently  reckless  lead,  a  strong 
game  is  often  overthrown. 

Another  play  which  comes  under  the  head  of  finessing 
in  the  lead,  is  the  lead  of  an  Ace  or  a  Ten  of  trumps  single- 
ton, by  the  Opponent  on  the  right  hand  of  Player.  This 
is  done  when  the  leader  has  no  other  singleton,  partly  to 
obtain  a  renounce  on  a  subsequent  trick.  If  Player  has 
not  led  high  Knave,  the  lead  of  a  high  trump  card  of  count- 
ing value  will  seriously  embarrass  him,  and  if  lost  to  leader 
may,  by  forcing  Player's  trump  hand,  bring  success  to  the 
Opponents.  An  advantage  is  always  gained  by  placing 
Player  at  second  hand  to  a  trick. 

NIPPING 

Another  form  of  the  Skat  finesse  is  the  Nip.  This 
method  of  play  will  be  recognized  by  whist  players  under 
a  different  nomenclature.  It  is  usually  practiced  by  Player 
where  the  game  is  lost  unless  the  Nip  is  successful;  and 
where  the  game  is  safe,  but  a  successful  Nip  will  make  his 
Opponents  Schneider. 

Suppose  Player  as  Mittelhand  to  hold  Ace,  King,  Nine 
of  a  suit  (Ten  and  Queen  are  the  missing  cards) .  Vorhand 
leads  Queen  of  the  suit.  Player  trusting  the  Ten  lies  in  the 
same  hand,  plays  King  instead  of  Ace.  If  his  supposition 
is  correct,  the  Ten  will  subsequently  be  nipped  by  the  Ace. 

This  is  the  true  Nip  practiced  only  by  Player,  as  Oppo- 


72  SKAT 

nents  do  not  finesse  against  one  another;  though  if  Player 
lead,  Opponent  might  try  the  same  tactics,  if  Player  had 
named  Grando  as  the  game.  (Opponents  should  be  exceed- 
ingly cautious  about  permitting  Player  to  clear  a  suit  in 
Grando.)  This  is  a  secondary  form  of  nipping,  as  the  third 
player  is  a  partner,  so  the  trick  has  no  chance  of  being  lost. 
There  is  one  danger  in  this  kind  of  finesse — the  Ace  may  be 
trumped  on  the  next  round.  This  attempt  at  a  Nip  is  used 
by  Opponents,  under  similar  circumstances,  when  they  can 
not  escape  a  Schneider  unless  the  Nip  succeeds ;  or  when 
they  are  already  safe  from  being  Schneidered,  and  a  Nip 
may  give  them  a  chance  to  defeat  Player's  game. 

The  false  Nip  is  used  by  Player  at  third  hand,  by  get- 
ting a  trick  as  cheaply  as  possible,  except  in  the  event  of 
making  high  scoring  cards  not  sufficiently  protected  to  be 
safe  in  the  hand. 

In  every  case  Opponents  should  give  Player  no  oppor- 
tunity for  finessing  or  for  discarding  if  it  is  possible  to 
thus  play. 

Player  at  second  hand,  when  compelled  from  the  nature 
of  his  hand  to  trump,  should  do  so  with  an  intermediate 
card,  to  urge  third  hand  to  overtrump.  Thus  he  can  play 
third  to  the  next  trick,  or  if  it  is  not  taken  has  his  high 
Jacks  to  lead.  Should  he  trump  too  high  his  leading  cards 
will  be  taken.  If  a  high  scoring  card  is  led,  however,  he 
should  trump  sufficiently  high  to  secure  the  trick. 

Swarming  and  feinting  also  come  under  the  head  of 
Skat  finesses. 


CHAPTER  XV 

SCORING 

Since  Skat  existed,  scores  have  been  kept  in  a  single 
column.  A  mental  addition  or  subtraction  took  place  at 
the  end  of  the  play  of  each  deal,  and  if  the  scorer  committed 
an  error  there  was  no  redress,  for  the  memory  of  the  Player 
was  the  only  proof  of  such  miscalculation.  If  the  mathe- 
matics were  not  mental,  the  score-paper  was  necessarily 
a  jumble  of  sums  and  results  quite  at  variance  with  any 
idea  of  orderly  scoring. 

The  German  Skat  players  of  the  past  must  have  had 
unlimxited  confidence,  not  only  in  the  scorer's  honesty,  but 
in  his  correctness  at  figures,  to  permit  him  to  give  the  final 
scores  without  auditing  or  oversight. 

Not  so  with  the  modern  whist  players  who  have  turned 
to  Skat.  Such  a  system  of  scoring  would  give  great  dis- 
satisfaction in  an  interesting  contest  where  the  results 
were  important  to  the  participants. 

A  more  satisfactory  system  has  been  devised  and  intro- 
duced to  the  Skat  players  of  to-day  by  the  author  of  ''A 
Primer  of  Skat."  It  is  in  three  columns,  the  first  for  the 
number  of  the  deal,  the  second  for  the  score  of  each  deal, 
the  third  for  the  total  (to  date  of  deal)  of  each  player. 

The  former  system  of  scoring  is  thus: 


A 

B 

C 

+  48 

+  12 

— 10 

+  33 

-60 

+  86 

+  51 

+  106 

+  31 

73 


74 


SKAT 


In  the  above,  A  made  48.  On  a  subsequent  deal  he  lost 
15,  which  subtracted  from  the  previous  gain,  left  him  plus 
33.  Afterwards  he  made  18,  which  added  to  33  makes 
his  score  plus  51.  He  then  lost  20,  leaving  him  plus  31. 
B  made  12  and  lost  72,  leaving  him  minus  60.  C  lost  10, 
made  96  and  made  20,  giving  him  plus  106.  It  will  be 
noticed  that  but  one  score  of  each  player  is  recorded,  the 
first  one  made.    Subsequently  the  results  only  are  recorded. 

The  new  system  follows,  in  which  each  score  is  recorded, 
as  well  as  results,  and  on  which  deal  Player  made,  which 
is  useful  in  duplicate  as  well  as  interesting  to  players. 


Are 
■s 


+  48 

-IS 

+  18 

—  20 


+  33 
+  51 
+  31 


+  12 
-72 


60 


O 


—  10 
+  96 

+  20 


+  86 
+  106 


D 


^ 


Each  score  as  made  is  placed  in  the  second  column, 
the  combination  of  that  score  with  the  preceding  one  is 
placed  in  the  third  column,  so  all  the  figures  are  in  sight. 
The  lower  number  in  last  column  of  each  player  indicates 
his  final  score. 

The  first  column  is  reserved  for  the  number  of  the  deal. 
When  the  cards  are  cut  for  the  deal,  the  player  at  the  right 
hand  of  the  dealer  is  the  scorer  for  the  entire  session.  The 
dealer's  name  is  placed  in  A's  column.  Vorhand's  in  B's, 
Mittelhand's  in  C's,  and  if  four  are  at  one  table  the  fourth's 
name  in  D's  column.  When  the  scorer  has  dealt,  the  round 
is  completed.     At  each  session,  every  player  must  have 


SCORING  75 

an  equal  number  of  deals.  If  there  is  any  doubt  as  to  whose 
turn  it  is  to  deal,  it  is  easily  ascertained  by  counting  the 
number  of  deals  on  the  score-card,  noting  that  the  first 
name  on  the  score  was  the  first  dealer.  Thus  all  these 
details  are  regulated  by  this  new  system  of  scoring. 

In  the  score  given  above,  at  the  close  of  nine  deals,  the 
play  was  concluded,  and  the  reckoning  was  made.  C  was 
plus  io6,  A  was  plus  31,  B  was  minus  60.  A  owes  C  75 
points.  B  owes  C  166  points.  B  also  owes  A  91  points; 
C  being  the  winner,  owes  no  one.  The  pluses  and  the 
minuses  will,  of  course,  equal.  Thus,  A  is  +31  and  —75. 
B  is  —166  and  —91.  C  is  +75  and  +166.  C  is  also  the 
winner  of  games,  as  he  won  2  and  lost  i.  B  won  i,  lost  i. 
A  won  2,  lost  2. 


CHAPTER  XVI 

DUPLICATE  SKAT— CONTESTS 

Duplicate  Skat  is  an  excellent  method  for  beginners 
to  practice.  By  keeping  the  deals  intact,  they  may  analyze, 
criticize  and  learn  by  comparison.  But  as  a  game  for 
diversion,  it  will  deteriorate  into  a  kind  of  *' Whisterized 
Skat "  which  will  be  deplored  by  all  true  lovers  of  the  game. 
The  element  of  uncertainty  is  one  of  the  most  fascinating 
characteristics  of  the  game.  Imagine  what  duplicate  poker 
would  be  like,  and  use  duplicate  Skat  only  for  practice. 

As  no  duplicate  Skat  trays  have  been  invented,  whist 
trays  will  prove  entirely  satisfactory. 

The  Altenburg  Skat  Club  has  the  cards  dealt  by  a  non- 
player,  that  the  Skat  cards  may  not  be  known  by  a  par- 
ticipant in  the  game.  The  names  of  the  Skat  cards  are 
recorded  on  a  white  card,  and  placed  with  the  two  cards 
in  the  fourth  pocket  of  the  whist  tray.  Care  must  be  taken 
that  they  do  not  slip  out,  as  they  will  not  fit  the  pocket  as 
tightly  as  the  cards  in  the  other  three  pockets.  They 
remain  in  the  pocket,  unless  used,  until  the  end  of  the  deal. 
If  they  are  used  by  Player  he  may  verify  their  correctness 
by  reference  to  the  white  card,  on  which  is  also  placed  the 
number  of  the  deal.  At  the  end  of  the  play,  Dealer  puts 
his  cards  in  the  dealer's  pocket,  Vorhand  places  his  in  the 
next  to  the  left,  and  Mittelhand  his  in  the  third  to  the 
left.  Player  removing  the  Skat  cards  from  his  tricks,  and 
putting  them  with  the  white  card  in  the  fourth  pocket, 
76 


DUPLICATE   SKAT— CONTESTS  77 

and  taking  his  discard  to  compose  the  hand  as  it  was 
originally,  and  placing  it  in  the  proper  pocket.  The  deal 
then  passes  to  the  next  table. 

It  is  advisable  in  commencing  such  a  practice  game 
for  the  manager  to  place  in  Dealer's  position  of  No.  i  Tray, 
at  each  table,  players  equally  matched  in  skill,  then  select 
the  Vorhand  players  in  the  same  manner,  then  the  Mittel- 
hand  players.  When  the  trays  pass,  let  the  players  remain 
at  the  respective  tables  during  the  entire  session.  At 
another  session,  those  who  have  sat  in  Dealer's  position 
can  take  Vorhand's  and  each  Vorhand  can  take  Mittel- 
hand's,  and  each  Mittelhand  take  Dealer's  position.  After 
three  sessions  new  combinations  may  be  made.  This  is 
for  practice,  not  competition. 

CONTESTS 

In  games  for  competition  in  clubs,  let  every  player 
draw  a  card  for  first  position.  The  three  lowest  then  take 
Table  i,  the  next  three  take  Table  2,  and  so  on.  At  the 
end  of  the  session,  the  highest  scorers  at  Tables  i,  2  and  3, 
form  Table  i  for  the  next  club  day.  The  next  three  highest 
form  Table  2,  and  so  on.  Those  absent  from  any  session 
form  tables  after  all  others  are  placed. 

In  giving  prizes  for  parties,  the  highest  aggregate  of 
points  should  take  first  prize ;  the  highest  number  of  games 
won  after  deducting  games  lost,  should  take  second.  If 
four  are  given,  the  second  of  each  of  these.  In  club  games 
the  highest  award  should  be  given  for  ''  games  won." 

In  the  national  tournaments  many  more  than  these 
are  given,  but  these  are  sufficient  for  club  games  or  Skat 
luncheons. 


CHAPTER  XVII 

POINTERS 

CUTTING    FOR    DEAL 

In  Skat,  it  is  immaterial  who  has  the  first  deal,  as  every 
player  has  an  equal  number  of  deals.  It  is  material,  how- 
ever,  in  which  order  they  play.  An  Opponent  to  a  well- 
known  expert,  who  is  apt  to  be  Player,  would  prefer  him 
at  his  left  hand  rather  than  his  right.  In  cutting  or  draw- 
ing a  card  for  the  first  deal,  there  is  a  difl^erence  of  opinion 
as  to  the  proper  rank  of  the  cards.  Some  players  deal  the 
cards  around  the  table  until  a  club  is  disclosed.  The  club 
holder  decides  the  dealer;  the  next  club,  the  first  Vor- 
hand;  the  next,  Hinterhand.  Acting  on  the  principles 
that  the  lowest  deals,  some  players  call  the  winner  of  the 
first  diamond  the  first  dealer,  and  as  before.  Others  cut 
or  draw  for  the  lowest  card  of  numerical  value.  Then  the 
question  arises  as  to  the  rank  of  the  cards.  Whist  players 
are  inclined  to  prefer  the  whist  rank:  Ace,  King,  Queen, 
Jack,  10,  9,  8,  7.  Some  Skat  players,  in  the  West  especi- 
ally, use  the  following  rank:  Ace,  10,  King,  Queen,  Jack, 
9,  8,  7,  which  is  manifestly  absurd,  as  it  is  neither  a  whist 
nor  a  Skat  rank,  and  appears  therefore  to  have  no  raison 
d'etre.  Two  years  ago  the  Altenburg  Club  of  Philadelphia 
decided  this  matter  for  its  club  games  as  follows:  As  the 
game  is  Skat,  a  Skat  rank  of  cards  is  suitable  and  consistent 
— the  rank,  that  of  Solo  and  Tournee  games:  J4k)  J^b,  J^, 
J^,  Ace,  10,  King,  Queen,  9,  8,  7.  The  lowest  cut  deals. 
78 


POINTERS  79 

The  next  lowest  sits  at  his  left,  the  next  at  the  latter 's 
left.  The  one  at  the  first  dealer's  right  hand  keeps  score, 
placing  the  dealer's  name  first  on  the  score-card,  that  it  may 
be  readily  seen  when  the  rounds  are  completed.  If  two  cards 
are  of  the  same  numerical  value,  the  lowest  suit  is  lowest; 
a  Skat  valuation  of  suits:  clubs,  spades,  hearts,  diamonds. 
This  seems  the  most  reasonable  method.  The  cards  are 
spread,  each  one  draws. 

:4:  j{c  :{s  ^  :|c  ^ 

The  German  writers  speak  of  "the  color,"  while  Ameri- 
cans denominate  it  ''the  suit."  The  reason  is  this:  German 
cards  are  of  four  colors,  American  cards  of  two,  red  and 
black.  Our  clubs  are  their  brown  acorns;  our  spades,  their 
green  leaves;  our  hearts,  their  red  hearts;  our  diamonds, 
their  yellow  sleighbells.  Thus  when  they  say  color,  it 
names  the  suit,  while  if  we  should  say  color  it  would  not 
designate  which  of  the  two  suits  of  the  color  was  intended. 

^  :{c  >Jj  ^  H«  >}: 

Players  of  all  games  know  the  embarrassment  of  the 
claim  to  a  game  after  the  cards  are  thrown  together  at 
the  end  of  the  play.  With  Skat  beginners  who  must 
count  the  points  after  concluding  a  game,  this  mistake 
will  not  occur.  Experienced  Skat  players  know  the  amount 
of  points  contained  in  their  tricks  without  re-counting, 
and  herein  a  false  claimant,  however  unintentionally,  may 
cause  embarrassment.  It  is  wise  in  every  deal  for  Player 
to  keep  his  tricks  intact  until  his  score  is  recorded,  that  a 
harmonious  game  may  be  the  result. 

In  arranging  cards  in  the  hand,  before  a  bid  is  made, 
it  is  advisable  to  place  Knaves  in  centre  of  row,  that  their 


80  SKAT 

presence  may  not  be  disclosed  to  a  sharp-eyed  Opponent 
in  drawing  for  a  play.  It  is  indiscreet  to  change  the  posi- 
tion of  a  card  after  the  trump  is  announced,  as  that  pro- 
ceeding often  betrays  the  presence  of  a  Matador. 

He  ^  ^  ^  ^  H^ 

Foster's  rule  for  a  Tournee  make :  '  'four  in  Aces  and  Jacks, 
and  protection  in  three  suits."  For  a  Solo  make:  ''  eight  in 
trumps,  including  Jacks,  Aces,  and  guarded  Tens."  For  a 
Grando  make:  ''seven  certain  tricks, including  the  black 
Jacks,  provided  the  three  losing  cards  are  ladons,"  These 
rules  are  for  beginners,  and  may  be  varied  by  an  exper- 
ienced player. 

In  a  Solo  make,  Opponents  should  lead  Aces  and  change 
suits.  In  Tournee,  lead  long  road,  short  suit;  short  road, 
long  suit. 

It  is  essential  for  a  Skat  player  to  be  free  from  excite- 
ment and  havSte.  Nevertheless,  the  extreme  of  deliberation, 
as  was  customary  with  whist  players  of  a  few  years  ago, 
is  in  decidedly  bad  taste  in  Skat.  One  should  learn  to 
decide  quickly,  but  show  no  haste. 

To  study  human  nature,  as  in  poker,  is  not  only  desir- 
able, but  necessary.  Read  your  opponent's  mind  as  ex- 
pressed in  slight  peculiarities;  but  do  not  place  yours  in 
the  light  for  him  to  read. 

Never  show  such  poor  taste  as  to  attempt  the  "art 
pause,"  as  one  witty  German  player  calls  it:  to  hesitate 
and  wait  when  there  is  but  one  card  to  play.  Dr.  J.  B. 
Mayer  in  his  excellent  hand-book  says,  "Whatever  else 
is  lost,  don't  lose  your  temper." 


POINTERS  81 

GRANDO    POINTERS 

In  Grando,  avoid  premature  swarming. 

When  it  becomes  impossible  to  keep  Player  in  the 
middle,  force  the  lead  on  him,  that  he  may  be  compelled 
to  play  his  weak  card. 

Hold  the  suit  partner  throws  off,  if  there  is  any  chance 
of  a  trick  in  it.,  but  do  not  lead  it. 

When  in  doubt  as  to  the  lead,  lead  your  partner's  pre- 
sumed suit. 

Never  lead  a  singleton  against  a  Grando  make,  even 
though  it  is  an  Ace. 

If  an  Opponent,  follow  rules,  in  order  not  to  deceive 
partner.  If  Player,  disregard  rules  if  it  seems  advisable, 
and  thereby  deceive  Opponents. 

Keep  command  of  Player's  suit. 

Put  Player  in  the  middle  at  every  opportunity. 

Discard  a  singleton. 

NULLO    POINTERS 

Put  the  Player  in  the  middle,  as  in  the  trump  games. 

If  an  Opponent  as  leader  has  a  singleton,  he  should 
lead  it.  If  he  has  two  singletons,  he  should  discard  the 
second  at  the  first  opportunity. 

Do  not  return  Player's  lead,  unless  a  feint  is  suspected. 

If  an  Opponent  must  take  a  trick  at  third  hand,  he 
should  play  his  highest  card.    Discard  highest  of  a  suit. 

Lead  the  partner's  discard. 

With  suits  of  two,  lead  the  higher  first.  With  three, 
lead  the  middle  one  first,  then  the  lowest. 

Do  not  permit  Player  to  discard. 
6 


82  SKAT 

Player  holding  the  nine  and  seven  only,  should  lead  the 
nine. 

Player  may  lead  a  singleton  nine  or  eight,  but  should 
not  lead  a  singleton  seven. 

Player  should  not  lead  a  long  suit. 

He  who  hesitates  is  detected.    Learn  to  decide  promptly. 

PROXUXCIATIOX    OF    SKAT    TERMS 

Skat  is  pronounced  Skaht,  lengthening  the  ah. 

Toumee  (French)  is  pronounced  Toor-nay,  keeping 
the  accent  even. 

Grando  (usually  shortened  to  Grand),  Grahn-do. 

Guckser,  pronounced  Gook^ser. 

Gucki,  pronounced  Gook^ee. 

Passt-Mir-Xicht  (sometimes  shortened  to  Pass't-Xicht), 
pronounced  Pahsfmeer-nicht,  accent  on  first  syllable. 

Vorhand,  pronounced  Fore^hahnt. 

Mittelhand,  pronounced  MiVtel-hahnt. 

Hinterhand,  pronounced  HinHer-hahnt  (short  i). 

Wenzels,  pronounced  Venfzels. 

Ramsch,  pronounced  Rahmsch. 

X^ullo,  Nuhlo  pronounced  (Latin). 

Schneider,  pronounced  Shni^der  (accent  first  syllable, 
long  i). 

Schwarz,  pronounced  Shvartz. 

Frage,  pronounced  Frah-guh. 

Ouvert  (French),  pronounced  Oo-vairi. 

Ladons  (Italian),  pronounced  La/z-Jc>n^5. 

Matadors  (Itahan),  pronounced  Mah^ta-doors.  Accent 
on  first  syllable. 

The  words  not  otherwise  identified  are  German. 


CHAPTER  XVIII 

LAWS  OF  SKAT 

When  Germans  play,  the  laws  are  strictly  enforced. 
There  appears  to  be  dissatisfaction  in  some  quarters  in 
regard  to  the  severity  of  the  penalties;  but  having  in 
mind  the  implacability  of  those  players  in  whist  and  bridge 
contests,  the  result  will  doubtless  show  a  like  sentiment 
when  American  players  cease  to  treat  this  most  difficult 
and  intricate  of  all  card  games  as  a  new  toy,  and  consider 
it  seriously  as  an  intellectual  pastime  worthy  careful 
attention.  When  they  become  imbued  with  a  German 
sentiment  regarding  it,  it  will  receive,  as  it  justly  deserves, 
their  sincerest  respect. 

THE    DEAL 

1 .  The  dealer  must  shuffle  at  least  three  times  without 
exposing  a  card. 

2.  Cards  must  be  cut  at  the  right  hand,  and  at  least  3 
cut,  and  3  left  in  pack  after  cutting. 

3.  Cards  must  be  dealt  thus:  3  to  each  player,  2  to  the 
Skat,  4  to  each  player,  3  to  each  player.  Any  other  method 
is  a  misdeal. 

4.  In  case  of  a  misdeal,  the  dealer  is  fined  10  points, 
and  deals  again.  If  a  card  is  faced  during  a  deal,  it  is  a 
misdeal. 

5.  If  dealer  has  the  correct  number,  and  play  has  com- 
menced, the  deal  stands.  If  dealer  has  not  the  correct 
number,  it  is  a  misdeal,  whenever  discovered. 

83 


84  SKAT 

6.  Dealing  out  of  turn  is  not  penalized,  and  stands,  if 
completed.  Each  pla3'er,  however,  must  have  an  equal 
number  of  deals. 

7.  If  a  card  is  exposed  during  the  deal,  there  must  be 
a  new  deal,  if  it  is  called  for  at  the  time.  Other^'ise,  the 
deal  stands.  If  either  Skat  card  is  exposed,  a  new  deal 
is  obhgator\\ 

THE    SKAT    CARDS 

8.  In  games  where  the  aid  of  the  Skat  is  required.  Player 
will  be  scored  minus  the  full  value  of  the  game  if  he  neglects 
to  discard'more  or  less  than  two  cards. 

9.  If  an\'  player  examines  either  of  the  Skat  cards  (with- 
out right)  before  the  termination  of  a  game,  such  player 
shall  be  scored  minus  the  full  value  of  the  game  announced, 
but  the  opposing  pla\'er  or  pla3'ers  shall  have  the  privilege 
of  continuing  the  game  for  the  purpose  of  increasing  the 
value  thereof. 

10.  If  the  Skat  cards  are  taken  up  by  a  player  not  en- 
titled to  them,  the  extra  cards  are  drawn  from  his  hand  for 
a  Skat,  but  the  ofitender  is  not  permitted  to  bid  on  that 
deal,  and  is  fined  25  points. 

11.  If  Player  securing  a  Toumee  bid  sees  both  Skat 
cards  at  once,  he  is  compelled  to  name  the  trump  the  suit 
of  the  top  card. 

12.  If  both  Skat  cards  are  taken  into  the  hand  together, 
without  announcement  before  taking  them,  Player  must 
play  Gucki  Grando. 

13.  Looking  at  the  Skat  cards  (except  lawfully)  loses 
the  game  to  the  offender.  A  non-player  who  offends  thus 
is  fined  10  points.  If  a  Kiebitz,  he  pays  the  value  of  the 
game. 


LAWS   OF  SKAT  85 

14.  If,  before  a  game  is  announced,  it  is  discovered  that 
the  Skat  cards  are  missing,  or  any  of  them  in  the  possession 
of  any  player,  the  dealer  shall  draw  from  the  hand  of  such 
player  the  superfluous  cards,  leaving  ten  cards  in  his  hand. 
The  bidding  shall  then  proceed  as  if  no  mistake  had  been 
m.ade,  but  the  player  in  error  shall  be  scored  minus  25 
points,  and  is  forbidden  to  bid  or  name  any  game  for  the 
deal. 

15.  Neither  Schneider  nor  Schwarz  may  be  declared 
in  any  game  in  which  the  aid  of  the  Skat  is  required. 

LEADING 

16.  If  Player  leads  out  of  turn,  the  game  is  terminated 
(and  the  value  of  the  game  is  placed  as  a  minus  to  his  score, 
even  though  he  could  have  won  it,  if  the  mislead  had  not 
occurred)  unless  such  lead  is  corrected  before  an  Opponent 
has  played  to  the  trick.  If  not  thus  corrected,  either 
Opponent  has  the  privilege  of  continuing  the  game,  if  he 
thinks  he  can  still  further  increase  Player's  loss. 

17.  If  either  partner  leads  out  of  turn,  the  same  penalty 
is  incurred,  the  Opponent  thus  transgressing  being  the  only 
minus  scorer,  to  the  full  value  of  the  game.  Player,  in  such 
case,  scores  the  full  value  of  the  game,  as  a  plus,  and  has 
the  privilege  of  correcting  the  error  and  proceeding  with 
the  game  to  the  end,  if  he  thinks  he  can  increase  the  value 
thereof  for  his  plus  score. 

18.  The  Vorhand  of  every  deal  is  the  first  leader. 

19.  Neither  Schneider  nor  Schwartz  may  be  announced 
after  the  first  lead  is  made. 

20.  Each  game  must  be  played  to  a  finish  if  the  first 
card  is  led,  except  as  otherwise  stated. 


86  SKAT 

REVOKING 

21.  If  Player,  or  an  Opponent,  revokes,  the  penalty  is 
identical  with  a  lead  out  of  turn;  but  a  player  may  correct 
the  error  before  the  third  card  is  played.  In  such  case 
the  card  first  played  is  a  called  card,  and  must  be  played 
when  an  Opponent  thus  demands  it. 

22.  An  Opponent  may  ask  his  partner  if  he  has  the 
suit  desired,  before  the  trick  is  turned  and  quitted.  If  the 
revoke  is  corrected,  Player  may  call  for  the  highest  or 
lowest  card  of  the  suit  to  be  played. 

23.  A  card  placed  on  the  table  may  not  be  recalled 
unless  a  revoke  or  lead  out  of  turn  is  corrected. 

TRICKS. 

24.  If  Player  examines  the  tricks  taken  (except  the  last 
trick,  before  the  lead  is  made  to  the  next  trick),  he  loses  the 
game  announced,  but  either  Opponent  may  insist  on  playing 
the  game  to  a  finish  for  the  purpose  of  increasing  Player's  loss. 

25.  If  either  of  the  Opponents  commits  the  error  just 
mentioned,  he  is  scored  minus  the  value  of  the  game,  and 
Player  plus  the  value  of  the  game;  but  Player  may  insist 
on  playing  the  game  to  a  finish  in  order  possibly  to  in- 
crease the  value. 

26.  Players  must  keep  their  tricks  in  the  order  in 
which  they  were  taken,  that  each  trick  may  be  traced  at 
the  end  of  the  game. 

27.  If  tricks  are  mixed  before  the  score  is  recorded,  a 
majority  may  decide  against  Player's  claim  to  win. 

OVERBIDDING 

28.  If  Player  has  overbid  his  hand,  the  next  higher  value 
of  the  respective  game  is  counted  as  a  minus  to  his  score. 


LAWS   OF   SKAT  87 

29.  If  Player  has  overbid  his  hand,  and  either  Opponent 
commits  an  error,  the  value  of  the  game  is  scored  as  a  plus 
to  Player's  score,  and  the  same  value  is  scored  as  a  minus  to 
the  offender. 

GAMES    WON    OR    LOST 

30.  If  Player  announces  his  game  as  won,  placing  his 
cards  on  the  table,  and  is  mistaken,  he  loses  his  game, 
although  his  remaining  cards  would  have  won  his  game, 
if  played. 

3 1 .  If  Player  declares  his  game  lost  and  places  his  cards 
on  the  table,  he  loses  his  game,  regardless  of  the  value  of  his 
cards.  This  rule  does  not  apply  to  the  abandonment  of  the 
game  before  a  card  is  played  in  order  to  avoid  a  Schneider. 

32.  If  either  opponent  places  his  cards  on  the  table  de- 
claring Player's  game  to  be  defeated,  the  game  is  won  by 
Player,  and  the  erring  opponent  is  also  scored  minus  the 
full  value  of  the  game. 

MISCELLANEOUS 

33.  If  in  a  Tournee  game,  the  turn  has  been  so  unsat- 
isfactory Player  sees  a  Schneider  is  imminent,  he  can  save 
the  additional  loss  by  stating,  ''I  resign,"  and  facing  his 
cards  on  the  table.  The  value  of  the  game  is  scored  against 
him,  but  neither  Schneider  nor  Schwarz. 

34.  The  winner  of  the  bid,  having  announced  a  game, 
may  correct  it,  and  name  a  higher  game,  providing  a  card 
has  not  been  led,  but  he  may  not  announce  a  lower  game. 

35.  Should  an  opponent  at  third  hand  play  before  his 
partner  at  second  hand,  the  penalty  is  the  same  as  for  a 
revoke. 

36.  A   newcomer   must    commence    equally    with   the 


88  SKAT 

player  holding  lowest  score;  or  the  rounds  may  be  con- 
cluded, the  game  reckoned,  and  a  new  game  commenced. 

3  7 .  An  announcement  to  withdraw  from  the  game  before 
its  conclusion  terminates  only  at  the  end  of  an  equal  number 
of  deals,  and  should  be  made  before  places  are  assigned. 

2,S.  If  during  the  play  of  the  hand,  any  player  is  found 
to  have  a  wrong  number  of  cards,  the  others  having  their 
right  number,  only  those  who  have  their  right  number 
can  win  the  game.  If  Player  has  the  wrong  number  his 
game  is  lost.  If  one  of  the  Opponents  has  the  wrong 
number,  Player  is  not  debarred  from  winning  his  game. 

39.  If  no  one  will  bid,  and  Vorhand  does  not  wish  to 
name  a  game,  Ramsch  must  be  played. 

40.  The  player  at  the  right  of  the  first  dealer  keeps 
the  score  for  the  session. 

ETIQUETTE    OF    SKAT. 

In  whist  and  in  bridge  it  became  necessary,  after  the 
games  were  established  in  favor,  to  form  a  code  of  etiquette 
which  players  of  good  repute  were  expected  to  follow, 
although  a  disregard  of  its  precepts  was  not  an  infringe- 
ment of  the  laws  of  the  game.  In  Skat  there  are  unwritten 
laws  answering  to  the  code  of  etiquette  in  whist  and 
bridge,  which  have  been  sufficiently  well  understood  by 
German  players,  and  have  deterred  them  from  taking  an 
unfair  advantage  of  other  players.  American  players  may 
prefer  this  written  code,  which  may  be  enlarged  as  individ- 
ual observation  or  experience  may  find  necessary. 

1.  Do  not  announce  a  game  and  correct  it,  announcing 
another. 

2.  Do   not    draw   a   card,    then   reconsider   and  play 
another. 


LAWS   OF  SKAT  89 

3.  Do  not  partially  draw  a  card  before  it  is  time  to 
play  it. 

4.  Do  not  hold  cards   carelessly,  that  other  players 
may  see  them. 

5.  Do  not  influence  Player  or  Opponent  by  comment. 

6.  Do  not  hesitate  when  the  play  is  obvious. 

7.  Do  not  object  if  a  penalty  is  enforced. 

8.  Do  not  complain  of  your  holdings.     Say,   '*Iwas 
out-played." 

9.  Do  not  leave  your  seat  during  the  play  of  the  deal. 

10.  Do  not  annoy  the  umpire  by  contesting  decisions. 

11.  Do  not  blame  partner  for  losses. 

12.  Do  not  discuss  absent  players. 

13.  Maintain  a  cheerful  attitude  under  adverse  con- 
ditions.   Your  turn  will  come. 

14.  If  a  non-player,  make  no  comment  during  the  play, 
on  any  subject. 

15.  If  a  player,  do  not  invite  a  non-player's  attention 
to  your  holding. 

16.  Do  not  excuse  an  infraction  of  the  rules,  by  the 
plea  of  ignorance. 

17.  Be  careful  not  to  expose  a  card,  as  there  is  no 
penalt}^  except  in  the  deal. 

18.  Skat  is  played  without  pause.     Do  not  make  a 
whist  game  of  it. 

19.  Be  not  elated  by  victory,  nor  depressed  by  defeat. 
It  annoys  the  other  players. 

20.  Remember  courtesy  is  as  obligatory  at   the   Skat 
table  as  elsewhere. 

21.  Loyalty  to  partner  is  the  most  important  principle 
of  Skat. 


PART  II 

ILLUSTRATIVE  GAMES 


GAME  I 
A  TOURNEE 

A,  B  and  C  wish  to  play  Skat.  A  shuffles  the  cards, 
spreads  them  on  the  table  and  each  player  draws  one.  A 
draws  7^,  B  7^,  C  K^.  Diamonds  being  a  lower  suit 
than  spades,  A  has  the  deal.  B,  holding  the  next  lowest 
card,  sits  at  A's  left  hand,  C  sits  at  B's  left.  B  is  Vorhand 
for  the  deal,  C  is  Mittelhand,  A  is  Hinterhand.  The  player 
at  the  right  of  the  first  dealer  keeps  the  score  for  the  session. 
A  deals  according  to  the  Skat  rule,  and  C,  Mittelhand,  is 
the  first  bidder.  He  holds  J^;  Ace,  Q,  8Jf$;  9,  7^;  Ace, 
8^;  10,  94. 

Knowing  he  will  be  overbid,  but  to  prevent  a  Ramsch, 
at  all  events,  he  says,  ''I  bid  10."  Vorhand,  to  incite  him 
to  a  higher  bid,  says,  ''I  retain,"  implying  thereby  '*I  can 
bid  as  high  as  10  in  my  own  hand." 

Vorhand  holds  J^;  9,  7*;  ^o,  K,  Q^;  K,  7^;  Q,  7^. 

Mittelhand  can  bid  no  higher,  and  satisfied  with  having 
set  the  ball  rolling,  and  with  having  shifted  the  responsi- 
bility to  another  player,  says,  *'I  pass." 

It  is  now  Hinterhand^s  turn  to  speak.  He  holds:  J4li; 
]^;  10,  K4k;  A4^;  10,  9^;  Ace,  K,  8^. 

With  the  two  highest  Matadors  and  protection  in 
every  suit,  he  can  safely  bid  as  high  as  15,  as  the  lowest 
turn,  a  diamond,  gives  a  multiplicand  of  5.  If  he  bids,  he 
must  bid  higher  than  the  bid  retained  by  Vorhand,  there- 


94  SKAT 

fore  he  bids  12.  Vorhand  is  only  too  glad  to  resign,  and 
says,  *'I  pass." 

The  naming  of  the  trump,  or  else  the  turning  of  one  of 
the  Skat  cards  to  decide  the  trump,  is  the  duty  of  Hinter- 
hand.  He  decides  for  a  Toumee,  and  turns  one  of  the 
Skat  cards  to  the  view  of  the  other  players.  It  is  the  0  V» 
and  hearts  are  therefore  trumps.  He  takes  the  other  Skat 
card,  8^,  into  his  hand  without  showing  it  to  the  Op- 
ponents. 

Now  comes  the  discard.  Three  almost  equally  safe 
discards  are  possible:  10  and  K^li;  K,  8^,  or  lo^k  and 
8^.  Holding  Ten  and  King  of  a  suit,  it  is  not  generally 
considered  good  policy  to  discard  either,  as  one  is  a 
certain  trick.  It  is,  however,  sometimes  done  if  the 
hand  is  doubtful  and  a  finessing  stratagem  may  make 
the  game  secure. 

Hinterhand  tries  the  plan  in  this  case  and  discards  lojf^ 
and  84b. 

As  Vorhand  has  no  singleton,  he  leads  a  middle  card 
of  his  long  suit,  the  K^. 

V.        M.        H. 

K^Jk      7^     A^  =  15  points  for  Hinterhand. 

The  underscored  card  wins  the  trick  and  marks  the 
leader  for  the  following  trick. 

V.        M.        H. 
K^      8^     JA  =  2i  points  for  Hinterhand. 

Vorhand,  thinking  J4k  is  not  in  the  leader's  hand, 
swarms  the  K^  that  his  partner  may  capture  it  if  he 
wishes.    The  lead  is  still  with  Hinterhand.     He  leads  JJ(b. 


GAME  I  m 

V.       M.       H. 
J^      jy      J4li  =  27  points  for  Hinterhand. 

As  Vorhand  fears  to  win  the  next  trick,  which  will 
make  him  the  leader,  and  thus  give  Player  the  third  play 
to  subsequent  trick,  he  throws  J^  in  the  hope  that  Mittel- 
hand  may  get  the  lead  on  the  following  trick,  and  thus 
Player  will  be  placed  between  Opponents.  It  also  gives 
information  to  partner  of  his  holding. 

Hinterhand  now  leads  nine  of  trumps  to  get  the  Ace 
out  of  the  game.  If  it  should  be  in  Vorhand's  hand, 
Hinterhand  will  have  last  play  to  the  following  round. 
It  is,  however,  with  Mittelhand. 

V.        M.        H. 

7^     Ay      9^  =  11  points  for  Opponent. 

As  either  diamonds  or  clubs  are  more  advantageously 
led  to  Mittelhand  than  led  by  him,  he  leads  the  singleton 
spade,  which  Hinterhand  trumps. 

V.       M.       H. 
04^      94^    loy  =  40  points  for  Hinterhand. 

Hinterhand  now  tries  the  feint  which  he  intended 
when  he  discarded  his  104I1. 

V.       M.       H. 

74^      8d|i     K4^  =  44  points  for  Hinterhand. 

Mittelhand  expects  to  "Nip"  the  Ten  on  a  subsequent 
lead,  presuming  Hinterhand  to  have  led  the  King  in  order 
to  call  the  Ace.  Hinterhand's  ruse  having  succeeded,  he 
proceeds  to  capture  all  the  remaining  points  with  the  ex- 
ception of  the  10  and  Q^. 


V. 

M. 

04 

"♦ 

7t 

9^ 

94k 

Q* 

104 

A* 

96  SKAT 

H. 

8^  =  24  points  for  Opponent. 
A^=  55  points  for  Hinterhand. 
Oy  =  61  points  for  Hinterhand. 
KA  =  86  points  for  Hinterhand. 

Ten  points  in  Skat,  96  points  for  Hinterhand. 

Mittelhand  having  expected  to  see  the  lo^k  fall  on  the 
last  trick,  regrets  too  late  his  short-sighted  economy  which 
failed  to  make  15  points  when  the  opportunity  presented 
itself. 

As  Hinterhand  has  made  more  than  90  points  he  has 
Schneidered  his  Opponents.  ''With  2,"  game,  making  3, 
Schneider  i,  make  4  multipliers.  The  Toumee  heart 
gives  a  multiplicand  of  6.  6X4  =  24,  the  value  of  his 
game.  Without  his  ruse  succeeding,  he  would  not  have 
had  the  Schneider  count,  and  his  game  would  have  counted 
18  instead  of  24. 

Had  Mittelhand  played  the  A4I1  when  Hinterhand  led 
King,  the  game  would  have  proceeded  in  the  following 
manner: 

V.       M.       H. 

7^     Aj^     K4i  =  26  points  for  Opponent. 

If  Mittelhand  suspects  the  lead  of  KJf^  to  be  a  feint, 
and  proceeds  to  lead  QJf^,  Hinterhand  is  in  an  unpleasant 
situation.  He  discards  8^,  hoping  the  last  club  may  be 
with  Vorhand. 

V.        M.        H. 

7^     Q4I1      8^  =  29  points  for  Opponent. 


GAME   I  97 

Mittelhand  completes  the  good  work  by  leading  8Jf$. 
Hinterhand  is  seriously  embarrassed.  If  he  trumps,  he  can 
make  but  one  diamond  trick.     He  decides  to  trump. 

V.  M.       H. 

7^  84k  Qy  =  43  points  for  Hinterhand. 

Q^  9^  A^  =  57  points  for  Hinterhand. 

10^  10^  K^  =  53  points  for  Opponent. 

Hinterhand  has  saved  10  points  in  the  Skat,  giving 
him  67  points,  thus  winning  his  game,  but  failing  to  Schnei- 
der his  Opponents. 

If  at  trick  8  Hinterhand  refused  to  trump,  he  discards 
K^  and  gives  Vorhand  a  chance  to  swarm,  as  the  8Jf^  is 
the  last  of  the  suit.     In  that  case  it  will  be  thus  played: 

V.       M.       H. 
10^      84I1     K^  =  43  points  for  Opponent. 

The  remainder  of  the  tricks  are  Hinterhand's,  but  Oppo- 
nents having  more  than  29  points.  Player  fails  to  obtain 
a  Schneider. 

The  rest  of  the  deal  is  thus: 

V.       M.       H. 

7^      9^     A^  =  5i  points  for  Hinterhand. 
Q^     10^     Qy  =  67  points  for  Hinterhand. 

Ten  points  in  Skat,  77  points  for  Hinterhand. 


98  SKAT 

GAME  II 
A  PASST-MIR-NICHT 

B  is  the  dealer  for  the  second  game,  as  the  bid  passes 
to  the  left  each  time. 

A  is  Mittelhand,  the  first  bidder. 

He  holds  J*;  Ace,  K,  7^^;  9,  84^;  Q,  9^'  9,  8^.  He 
refuses  to  bid. 

B,  as  Hinterhand,  is  the  next  bidder. 

He  holds  J^;  10,  0,  94k;  10,  K^;  K^;  Ace,  K,  7^; 
Hinterhand,  with  one  Knave,  and  protected  in  three  suits, 
bids  10. 

C,  as  Vorhand,  holds  J^;  J^;  Ace,  Q,  7^^;  Ace,  10, 
7^;  10,  Q^.    He  retains  the  bid  of  10  and  B  passes. 

Vorhand  elects  to  play  Toumee.  He  takes  one  of  the 
Skat  cards  into  his  hand,  but  not  the  hand  which  holds 
the  others,  and  examines  it.  It  is  the  8Jf^.  As,  in  bidding, 
he  is  protected  in  three  suits,  he  thinks  the  other  turn 
cannot  be  more  ill-fitted  to  his  hand  than  the  club,  and 
may  be  infinitely  better,  he  places  the  card  with  those  in 
hand,  without  shewing  it,  saying,  **Passt-Mir-Nicht." 
C'lt  pleases  me  not.")  Vorhand  now  turns  the  other 
'"Vat  card  to  view.  It  is  the  8^, — thus  hearts  are  trump. 
If  he  \vl.-  ,  -*''"  _:  counted  as  a  Toumee  make^  but  if  he 
loses  he  is  scored  double  they^''^^  ^^  tne  game  as  minus,  as 
he  has  had  the  privilege  of  chosing  the  trump  from  two  cards. 

He  discards  10^  and  Q^  that  he  may  trump  Ace, 
and  if  he  is  fortunate  in  getting  a  discard  of  the  small 
club  on  a  worthless  trick,  he  will  also  be  in  a  position  to 
trump  the  A4b  and  104I1. 


GAME   II  99 

As  he  is  Vorhand,  he  has  the  first  lead,  and  leads  J^. 

V.       M.       H. 

J^      9^      J^  =  4  points  for  Player. 

The  J4li  is  usually  held  up  the  first  round,  as  it  is  prob- 
able Hinterhand  has  a  small  trump,  and  cannot  therefore 
swarm  a  plain  suit  card.  As  there  is  small  probability  of 
J^  taking  a  trick,  Hinterhand  plays  it,  as  it  counts  2  points 
less  than  the  King,  which  partner  may  take  on  next  trick. 

Vorhand  thinks  one  more  lead  will  leave  him  in  com- 
mand of  the  trumps,  and,  holding  Ace,  Ten  of  this  suit  in 
his  own  hand,  does  not  fear  swarming  on  the  trick.  He 
leads  J^,  but  Hinterhand  holds  up  the  Jd|li  for  a  trick 
with  a  larger  count. 

V.       M.       H. 
jy     0^     K^  =  13  points  for  Player. 

Vorhand  now  leads  a  low  trump,  as  but  13  points  can  be 
made  on  the  trick,  whereas  if  he  leads  SJf^,  21  are  possible, 
and  the  lead  of  the  spade  may  be  still  more  disastrous.  Also, 
it  is  necessary  to  force  J^li  out  of  the  game  without  delay. 

V.       M.       H. 

7V      J<fr    io4k=  12  points  for  Opponents. 

Mittelhand  leads  from  his  best  suit,  and  having  the 
master  card,  leads  it.     His  partner  swarms  the  Queen. 

V.       M.       H. 

84k     Ajji     Q4i  =  26  points  for  Opponents. 

Still  holding  the  command  in  clubs,  Mittelhand  leads 
it  again,  and  Vorhand  avails  himself  of  the  opportunity 
to  discard  a  losing  spade. 


100  SKAT 

V.       M.        H. 

8^     Kjfli      9411  =  30  points  for  Opponents. 

Vorhand  must  not  be  permitted  to  discard  his  weak 
cards,  so  Mittelhand  must  change  the  suit.  His  partner 
has  had  no  discard  other  than  the  club,  therefore  could 
convey  no  information  as  to  his  holding.  But,  in  a  Toum6e 
game,  where  Player  has  had  two  discards  to  the  Skat,  he 
will  if  possible  keep  one  suit  blank.  He  has  played  one 
club,  and  one  spade.  Therefore  if  he  has  a  blank  suit,  it 
must  be  the  diamond,  and  the  lead  of  the  diamond  will 
give  him  an  opportunity  to  trump  and  take  the  lead.  If 
he  had  no  weak  card,  he  would  have  trumped  the  club 
trick  and  led.  Mittelhand  must  force  him  to  lead,  that  the 
weak  card,  whatever  it  may  be,  may  lose.  Therefore 
Mittelhand  leads  a  diamond.  His  partner  rises  to  the  occa- 
sion, suspecting  the  spade  to  be  the  dangerous  suit,  and 
plays  high  to  force  the  lead  on  Vorhand,  or  if  taking  the 
trick,  will  lead  a  diamond  again. 

V.       M.        H. 

Ay      g^     A^  =  35  points  for  Player. 

Player's  only  hope  of  making  both  spades  and  capturing 
the  Ten,  is  in  an  error  in  the  discard,  which  is  not  probable. 
He  leads  his  Lruixips  twice. 

V.       M.        H. 

10^      8^      8^  =  45  points  for  Player. 
8y      74k     K^  =  49  points  for  Player. 
A0^      8^     K^l^  =  64  points  for  Player. 
04^      9^    104^  =  43  points  for  Opponents. 
13  in  Skat  for  Player  =  77  for  Player. 


GAME   III  101 

Player  wins,  having  more  than  60  points.  He  had  J^ 
and  J^.  Therefore  he  is  ''without  i,"  game  i,  making 
2  mnltipUers.  A  Toumee  heart  is  worth  6  (the  multi- 
pUcand).  6X2  =  12,  the  value  of  the  game,  and  is  scored 
to  C,  as  a  plus.  Had  he  failed  to  capture  61  points,  he 
would  have  lost  double  the  value  of  his  game,  as  it  was 
a  Passt-Mir-Nicht. 

If  in  a  Passt-Mir-Nicht  game.  Player  having  placed 
the  first  card  into  his  hand  without  showing  it,  proceeded 
to  place  the  second  card  into  his  hand  also  without  showing 
it  to  the  other  players,  he  shall  he  compelled  to  make  the 
trump  whatever  Opponents  dictate;  if  each  names  a  trump, 
Player  shall  be  compelled  to  leave  the  decision  to  the  one 
who  proposed  the  higher  game. 

But  if  Player  takes  both  cards  into  his  hand  together, 
without  naming  the  trump,  it  is  understood  he  is  playing 
a  Guckser;  unless  in  thus  taking  he  says  ''Nullo"  when  it 
is  a  Gucki  NuUo  he  plays,  which  is  counted  15  if  won,  and 
30  if  lost. 

GAME  III 

A  SOLO 

In  the  following  game: 

Mittelhand  held   Ace,  10,  9,  74I1;  9,  7A;  Ace,  10,  Q, 

With  no  Knaves,  and  lacking  one  suit,  no  valuable 
cards  in  a  second, — with  cards  of  too  high  counting  value 
for  a  Nullo,  Mittelhand  passes. 

Hinterhand  holds  Jd|i;  ]^;  Q,  84^;  8,  7^;  10,  K, 
Q,  9^. 


102  SKAT 

Hinterhand,  a  venturesome  bidder,  with  a  Passt-Mir- 
Nicht  in  mind,  bids  lo. 

Vorhand  holds  J^;  J^;  Ace,  lo,  K,  Q,  8^;  Ace,  8, 

7^,   retains  the  bid,  and  Hinterhand  is  wilUng  to  pass. 
Vorhand  makes  a  Solo  in  spades. 

Though  neither  Mittelhand  nor  Hinterhand  has  a  safe 
making  hand,  their  united  strength  will  cause  Vorhand 
considerable  anxiety  and  if  he  is  not  cautious,  may  lose 
him  the  game.    It  all  depends   on  his  discretion  in  the 

Vorhand  not  using  the  Skal  -^ards  is  permitted  to  de- 
clare a  Schneider,  but  his  hand  is  xxO-t  v.j.f^ciently  strong 
to  warrant  the  declaration. 

Vorhand,  having  the  first  lead,  plays  the  J^. 

V.       M.       H. 

J^      9^     J 4^  =  4  points  for  Opponent. 

Mittelhand  having  no  counting  card  cannot  swarm, 
and  plays  the  higher  of  two  to  inform  his  partner.  Hinter- 
hand having  no  small  card  of  the  trump  suit  is  compelled 
to  play  his  high  Jack,  which  play  will  also  inform  his  partner 
of  his  short  trumps. 

Hinterhand  will  now  lead  his  best  suit,  and  having  no 
Ace,  the  question  arises  as  to  the  card.  The  German  players 
of  a  few  years  ago  invariably  led  the  Ten.  Lemcke  strongly 
advises  it  in  the  Solo  game,  and  Hertefeld  in  certain  cases 
and  especially  in  Grando.  There  is,  however,  a  tendency 
in  the  modern  game  to  attempt  to  steal  through  with  the 
King,  trusting  a  second  lead  may  find  partner  void  of  the 
suit,  and  able  to  trump  if  necessary  or  swarm  if  Player 
does  not  trump. 


GAME  III  103 

V.       M.       H. 

A^      7^     K^  =  19  points  for  Opponent. 

Hinterhand  now  knows  the  extent  of  his  partner's 
trump  holding,  and  can  guide  his  play  without  expectation 
of  help  from  him.  Mittelhand  leads  one  of  his  suits  and 
Vorhand  rids  himself  of  one  of  his  losing  cards. 

V.       M.       H. 

7^     A4ii     Q4^  =  S3  points  for  Opponent. 

8^    lojji      84k  =  43  points  for  Opponent. 

Mittelhand  realizes  he  is  permitting  Vorhand  to  get 
valuable  discards,  and  as  partner  is  in  the  middle,  he  en- 
deavors to  put  Player  in  the  lead,  hoping  to  save  his  high 
hearts  on  partner's  tricks  later,  he  leads  small  heart,  which 
Vorhand  trumps  with  high  counting  card. 

V.       M.        H. 
A^      9V      8^  =  11  points  for  Player. 
8^1^     A^      J4^=56  points  for  Opponent. 

Vorhand  hastens  to  rid  the  game  of  the  J^i,  and 
Opponents  may  swarm  as  much  as  they  please,  but  they 
have  finished  their  game.  The  remainder  of  tricks  with 
their  points  are  Player's.  Vorhand  has  discarded  dia- 
monds twice,  refused  clubs  and  hearts,  and  all  the  dia- 
monds are  in  Hinterhand's  own  hand.  His  partner  has 
no  more  trumps.  There  is  no  hope  for  another  trick, 
although  they  have  56  points.  Every  game  must  be  played 
to  a  finish,  however.    He  leads  lo^. 


104  SKAT 

V.       M.       H. 

^^4^  74^  ^0^  =  31  points  for  Player. 
jy  gJh  7^  =  33  points  for  Player. 
K^l^  Q^  9^  =  40  points  for  Player. 
Q^  10^  0^  =  56  points  for  Player. 
In  Skat,  K^,  KJf$  =  64  points  for  Player. 

While  this  apparently  is  an  easy  victory,  it  is  as 
easily  lost. 

If  at  trick  3,  Player  forgetting  the  danger  of  his  two 
ladons,  and  tempted  by  the  valuable  trick  of  14  points, 
trumps,  he  loses  the  game.  The  old  proverb,  *' Patient 
waiting,  no  loss,"  is  never  better  exemplified  than  in  this 
and  similar  cases  in  the  game  of  Skat. 

At  trick  3,  Vorhand  trumps  as  below: 

V.       M.       H. 

A^k     A4ii     Qi||i  =  25  points  for  Player. 
g^     Ay      J4li  =  32  points  for  Opponent. 

Vorhand  draws  ]Jl$  as  in  previous  play  and  Hinterhand 
leads  10^,  to  which  Vorhand  must  follow  suit,  as  also  to 
subsequent  trick,  while  Mittelhand  is  swarming  his  high 
cards  to  partner's  tricks,  as  follows: 

V.       M.        H. 

7^    io4!i    10^  =  52  points  for  Opponent. 

9^    104^     0^  =  6s  points  for  Opponent. 

The  game  is  lost  as  Opponents  have  scored  more  than 
59  points,  but  it  may  be  played  to  a  conclusion  thus: 


GAME  III 

V. 

M. 

H. 

^04 

9¥ 

8¥  = 

=  35  points  for  Player. 

JV 

7* 

7V  = 

=  37  points  for  Player. 

K* 

9Jh 

8*  = 

=  41  points  for  Player. 

04 

Q¥ 

94  = 

=  47  points  for  Player. 

105 


In  Skat,  K^,  K4i  =  ss  points  for  Player.  ''Without 
2,"  game  i,  making  3.  A  spade  Solo  is  11.  11X3  =  33, 
value  of  game.  Vorhand  is  scored  minus  33.  If  he  had 
won  as  in  the  first  play,  wherein  he  wisely  discarded,  he 
would  have  scored  plus  33.  He  is  therefore  a  loser  of  66 
points  by  the  fault  of  not  discarding  his  losing  cards. 

As  an  illustration  of  some  of  the  fallacies  of  the  Ameri- 
can player  striking  out  in  a  new  path,  let  the  game  be  led 
as  played  by  the  German  expert. 

If  at  trick  2,  Hinterhand  leads  10^,  no  play  that 
Vorhand  can  make  will  save  the  game.  If  he  does  not 
play  A^,  Mittelhand  swarms  A^,  and  Hinterhand  leads 
K^.  If  he  again  refuses  to  cover,  Mittelhand  swarms 
A||i,  and  still  holds  his  small  trump  for  the  A^.  If 
Hinterhand  continues  the  diamond  suit  it  is  impossible 
for  Vorhand  to  win,  as  will  be  seen  by  playing  the  cards 
in  the  manner  indicated.  A  bold  play,  a  costly  venture, 
will,  seven  times  out  of  ten,  win  the  game.  It  is  thus  the 
game  has  been  played  in  the  past,  and  its  peculiarities 
mark  it  as  distinct  from  all  other  finessing  games.  Skat 
has  its  finesses,  but  they  are  of  a  different  order. 

Tyros  persistently  neglect  also  to  give  full  value  to  the 
negative  quantities,  and  even  card  players  of  considerable 
skill  attempt  to  utilize  a  whist  training  in  the  play.  No 
greater  mistake  was  ever  made,  for  while  a  game  may  be 


106  SKAT 

played  on  whist  principles,  and  be  called  American  Skat, 
it  will  not  be  the  national  card  game  of  Germany  and  of 
Continental  countries  and  elsewhere  in  the  world  wherever 
Germans  congregate. 

The  instances  of  the  discard  and  of  the  lead  in  the  game 
just  played  are  but  straws,  but  there  are  many  instances 
in  the  skirmishing  of  the  new  recruits  to  the  Skat  army ,  in 
the  make  and  in  the  play,  which  show  a  tendency  to  **  whist- 
icize"  the  game.  Nothing  more  antagonistic  to  the  true 
spirit  of  Wenzels  than  an  ''American  Leads"  system  can 
be  devised.  Skat  is  a  German,  not  an  English  game, 
imbued  with  the  highest  intellectual  quality  of  Germany, 
not  an  adjunct  nor  a  branch  of  any  other  game,  but  original, 
wonderful,  unique.  It  was  democratic  in  its  conception, 
the  knavish  Jacks  being  placed  in  command  for  the  first 
time  in  the  history  of  cards,  marking  an  era  in  card  history. 
Its  equalization  of  chances  is  another  distinguishing  mark, 
its  very  paucity  of  material  being  turned  to  the  advantage 
of  the  unfortunate  player.  Its  methods  are  diametrically 
opposed  to  those  of  whist,  and  the  Skat  expert  of  the  future 
will  be  he  who  is  willing  to  cultivate  the  German  mental 
attitude. 

GAME  IV 
A  GRANDO 

The  cards  dealt,  Mittelhand  finds  himself  possessing 
the  excellent  hand  which  follows:  ]Jf^;  Ace,  lo,  K,  gjf^; 
Ace,  lo^b;  Ace,  Q^;  A^,  a  typical  Grando.  He  bids 
lo,  and  Vorhand  who  holds  the  following:  J^;  8,  jjf^;  K, 
9,  8,  74|^;  8^;  g,  8^,  with  a  Nullo  in  mind,  retains  the 


GAME   IV  107 

bid.  Mittelhand,  with  the  highest  Matador  and  game,  can 
bid  with  impunity  to  40,  as  a  Grando  count  is  20.  There- 
fore he  raises  the  bid  to  12.  Nullo  counts  20,  and  Vorhand 
retains  again.  Mittelhand  bids  in  succession  14,  15,  16,  18, 
20,  and  Vorhand  retains  each  bid.  Mittelhand  now  bids  21, 
and  if  Vorhand  passes,  Mittelhand  will  be  morally  certain 
Vorhand  had  a  Nullo  hand,  and  he  can  make  his  plays  on 
that  supposition. 

Vorhand  decides  to  try  for  a  Nullo  Guvert,  risking  the 
doubtful  diamonds  on  a  possible  discard  on  the  heart 
suit.  He  therefore  retains  the  bid  of  21,  as  a  Nullo  Guvert 
counts  40. 

Mittelhand  now  bids  22,  24,  28,  30,  32,  36,  40,  in  turn, 
each  bid  being  retained  by  Vorhand.  Mittelhand  can  go 
no  higher  unless  he  can  make  a  Schneider,  which  will 
enable  him  to  bid  as  high  as  60.  If  one  Matador  is  in  the 
Skat  and  the  hearts  are  favorably  placed,  a  Schneider  is 
probable,  but  it  may  easily  be  lost.  He  decides  to  risk  it 
and  continues  to  bid  36,  40,  42,  Vorhand  retaining  each 
time  until  the  last,  when  he  passes.  The  quality  of  his 
hand  is  disclosed  and  Mittelhand  knows  the  Gpponents 
strength  with  Hinterhand. 

Hinterhand  holds  J4k;  J^;  Q*;  Qi^;  10,  K,  7^;  10, 
K,  7^.    He  passes.     In  Skat  are  Q^,  9^. 

Before  Mittelhand  announces  his  game,  he  considers  a 
declared  Schneider.  As  he  will  not  use  the  Skat  cards,  he 
is  permitted  to  ''declare,"  but  in  so  doing,  if  he  loses  the 
Schneider,  he  loses  the  full  value  of  the  game.  To  be  con- 
sistent he  must  declare,  for  his  game  is  lost  if  he  does  not 
make  a  Schneider,  as  he  bid  high  on  that  assumption. 
Immediately  his  game  is  announced,  Vorhand  will  lead,  in 


108  SKAT 

order  to  prevent  the  ** declaration,"  and  if  he  is  wise  he 
will  decide  that  point  before  speaking.  He  announces, 
'*Grando,  and  a  declared  Schneider." 

Vorhand,  whose  hand  is  now  nearly  worthless,  leads, 
nevertheless,  from  his  long  suit,  to  inform  partner,  and  not 
holding  the  best  or  second  best,  leads  a  middle  card. 

V.       M.         H. 

94^     A^J^     0^1^  =  14  points  for  Player. 

Mittelhand  now  endeavors  to  draw  the  Matadors,  and 
then  commences  with  his  long  suit. 

V.        M.        H. 

J^      J4»      J4jk  =  20  points  for  Player. 
7d|i     Aj||i     QJ|i  =  34  points  for  Player. 

As  Mittelhand  has  declared  Schneider  he  must  be  wary 
or  he  will  miss  the  game.  As  Hinterhand  did  not  bid  and 
Vorhand's  game  was  evidently  Xullo  Ouvert,  the  other 
Matador  may  be  in  the  Skat.  Foster  advises  Player  to 
play  as  though  the  chances  were  against,  not  for  him; 
therefore  Mittelhand  must  play  under  the  supposition  of 
the  other  Matador  being  with  Hinterhand.  He  wishes  to 
force  it,  but  he  also  wishes  to  make  the  heart  tricks.  If 
he  can  w^eaken  the  defences  by  forcing  blind  discards,  he 
may  succeed.  If  he  leads  104I1,  it  will  force  it,  but  if  the 
8||i  is  in  the  Skat,  it  will  give  an  opportunity  for  a  swarm 
from  Vorhand.    He  tries  a  feint  in  the  lead. 

V.       M.        H. 

84I1      gjf^    10^  =  44  points  for  Player. 

Mittelhand  noting  the  play  of  7^1  on  preceding  trick 
(lowest  of  Opponent's  suit  on  Player's  trick),  trusts  his 


GAME   IV  109 

partner  with  lo^k  or  K^li,  and  swarms  boldly  and  hope- 
fully, as  he  still  holds  the  last  trump. 

Mittelhand's  feint  succeeding,  he  leads  again. 

V.       M.       H. 

8^     K^     7^  =  48  points  for  Player. 

Hinterhand  not  wishing  the  lead,   throws  away   and 
watches  his  partner's  discard.     He  holds  the  last  trump 
It  is  not  necessary  to  give  his  partner  information  of  his 
holding,  and  he  keeps  a  guard  to  the  diamond. 

He  knows  by  the  discard  of  the  heart,  his  partner  has 
no  strength  in  that  suit,  and  can  place  heart  strength  with 
Mittelhand,  excepting  what  may  be  contained  in  the  Skat. 
Mittelhand  knows  the  menacing  cards  are  at  his  left  hand 
and  forces  the  trump  that  the  lead  may  come  from  there. 

V.       M.       H. 

K^    lo^k      JV  =  i6  points  for  Opponents. 

It  is  too  good  to  pass,  but  partner  has  only  4  points 
for  the  swarm.  Hinterhand  must  hold  to  the  heart  at  all 
hazards,  and  leads  his  small  diamond,  his  partner  playing 
the  lowest  he  holds  of  the  suit,  as  it  will  be  taken  by  Player. 

V.       M.       H. 

8^     A^      7^  =  59  points  for  Player. 

Mittelhand  is  still  in  the  same  dilemma,  as  the  heart 
has  not  been  led  by  Hinterhand.  He  makes  his  remaining 
tricks,  as  follows: 

V.  M.       H. 

74^  lo^j^  K^  =  73  points  for  Player. 

9^  Ay  Ky=.  88  points  for  Player. 

8^1^  Qy  10^  =  29  points  for  Opponents. 


no  SKAT 


:":r  ?!aver. 


iiu:  ::r  :::t  : :r:u-e  ::  :::e  Q^  zengmthe  Skat,  Mit- 
telhand  wotild  have  lost  the  Schneider,  and  thereby  the 
entire  value  of  the  game. 

**With  i/*  game  i,  Schneider  i,  declared  Schneider  i. 
make  4  multipUers.  Solo  Grando  is  worth  20.  20X4  =  80, 
the  value  of  Mittelhand's  game.  He  scores  plus  80.  Had 
he  made  only  90  points,  he  wotdd  have  lost  the  Schneider 
and  thereby  game,  and  would  have  scored  minus  80. 


GAME   \' 
A  XULLO  OUVERT 

In  the  preceding  game,  Vorhand  retained  the  bid  to 
40,  intending  to  play  a  Xullo  Ouvert.  Had  Mittelhand 
not  thotight  he  could  make  a  Schneider,  he  could  have  bid 
to  40  only,  and  Vorhand  would  have  named  the  game. 

The  cards  ~ere  th-s  ^istrir -ted: 

Vorhand  he'.i  S,  jj^,:  K.  9.  8,  7^^;  8^;  J.  9,  7<f . 

Mittelhand:  Ace,  K,  J.  10.  9^^:  Ace,  10^:  Ace.  O^; 
A^. 

Hinterhand:    Od|b:  Q.  ]^:  K,  J,  10,  jf;  K,  10,  8f . 

The  above  carii  are  r.  a^iel  as  they  rank  in  Xullo,  the 
only  game  where  they  rank  as  in  whist. 

A  Xullo  maker  is  in  an  unfortunate  position  as  leader. 
It  is  the  only  make  where  the  lead  is  a  disadvantage.  In 
NuUo  Ouvert,  Player  places  his  cards  on  the  table,  face  up 
before  a  card  is  led. 

In  the  hand  above,  Vorhand  as  XuUo  Ouvert  maker 
should  lead  a  diamond.     Ever\'  other  suit  is  safe  and,  unless 


GAME  V  111 

one  player  is  blank  of  the  suit  and  the  other  has  the  seven, 
the  nine  will  be  taken.  Opponents  do  not  return  a  Nullo 
maker's  lead,  but  in  an  Ouvert  they  can  see  the  weak 
places  and  play  accordingly. 

There  are  no  trumps.  Points  do  not  count.  Player 
must  not  take  a  trick. 

V.       M.       H. 
94     A^    K4 

If  Mittelhand  can  throw  the  lead  into  Hinterhand's 
hand  the  diamond  lead  will  defeat  Player  unless  8^  is  in 
the  Skat.  There  are  two  chances.  If  Hinterhand  holds 
K^,  or  if  he  holds  Q4I».  Mittelhand  fears  the  heart  and 
tries  the  club  lead,  and  the  Opponents  are  fortunate. 

V.       M.       H. 
74     AV    io<|. 

J±    Q¥    «♦ 

Vorhand  is  compelled  to  take  the  fourth  trick  and  the 
game  is  thus  concluded  at  once,  as  he  can  lose  no  more. 
He  scores  minus  40.  There  are  no  multipliers  nor  multi- 
plicands in  the  Nullo  makes. 

Had  it  not  been  an  Ouvert,  he  would  in  all  probability 
have  won,  as  his  lead  would  not  have  been  returned,  and 
he  could  have  discarded  his  J^  on  the  second  lead  of 
hearts. 

Both  Vorhand  and  Mittelhand  were  rash  bidders  in 
the  above  hands,  though  it  is  a  more  interesting  game  when 
players  are  not  imbued  with  duplicate  whist  conservatism. 


112  SKAT 

The  tendency  of  Skat  is  venturesome,  when  there  are  fair 
chances  for  victory.     It  cannot  be  hmited  by  infaUible 

rules. 

GAME  VI 

ANOTHER  XULLO  OUVERT 

Skat  is  full  of  unexpected  results.  The  following  Nullo 
Ouvert  hand  held  by  Mittelhand  seemed  as  secure  from 
defeat  as  any  possible  make,  but,  by  correct  play  of  Oppo- 
nents, after  taking  nine  tricks,  was  lost  on  the  tenth,  and  by  a 
card  no  higher  than  an  S^J^.  It  is  an  example  from  a  Skatbuch 
of  1855,  but  there  is  nothing  better  in  the  modem  game. 

Vorhand  held  7*;  Q,  J,  10^;  Ace,  K,  Q,  J^,  Q,  Q^. 

Mittelhand  held  8^^;  9,  8,  jj^;  10,  9,  8,  7^;  8,  7^. 

HinterhandheldAce,  K,  0,J,  io,94i;  ^4'  Ace,K,J4. 

In  Skat  K^k,  10^. 

Mittelhand  bids  10.  Vorhand  with  two  Matadors  and 
protected  in  two  suits  retains  for  a  Toumee.  Mittelhand 
soon  bids  above  him  and  Vorhand  passes.  Hinterhand 
can  bid  as  high  as  24  on  the  club,  or  to  20  for  a  Grando.  If 
he  were  in  Vorhand's  position  he  could  venture  60,  count- 
ing a  Schneider,  but  he  cannot  as  Hinterhand.  Mittelhand 
thus  secures  the  make,  names  the  game  Xullo  Ouvert,  and 
places  his  cards  on  the  table. 

Vorhand  perceives  the  possibilities  of  his  7d|i,  if  he  can 
draw  the  clubs  from  his  partner's  hand.    He  leads  thus: 

V.       M.  H. 

Ay  10^  AJl, 

Ky     9V  K* 

Q¥     sy  QJf, 

i¥      7V  J* 


GAME  VI  113 

Vorhand's  hearts  being  exhausted  he  must  now  endeavor 
to  so  manipulate  the  diamonds,  that  he  will  have  a  diamond 
re-entry  with  his  Queen  in  order  to  lead  his  74k  at  the  close. 

V.       M.       H. 

If  Hinterhand  at  this  point  should  play  any  other  card 
than  the  A^k,  Mittelhand  wins  his  game.  He  rises  to  the 
occasion  and  rids  his  hand  of  the  spade  before  returning  his 
partner's  lead. 

V.       M.       H. 

Q4      94     A^ 

Q±  ?♦   ;♦ 

J±      84    io4b 

Vorhand  can  now  lead  spades,  keeping  the  lead  as  Ace 
is  gone  and  King  is  in  Skat,  and  allow  Hinterhand  to  free 
his  hand  of  his  remaining  clubs  before  the  fateful  moment. 
If  Hinterhand  had  held  K4|^,  he  would  have  led  it  also, 
before  returning  the  diamond  lead. 

V.       M.       H. 

The  clubs  are  now  played  with  the  exception  of  the 
seven  and  eight,  of  which  Vorhand  holds  the  smaller. 

V.       M.       H. 
7*     8J^    K^ 

Mittelhand  taking  one  trick  loses  his  make, — a  Nullo 
Ouvert  costing  him  minus  40. 

It  will  be  noted  that  Player  had  no  opportunity  of  a 
discard  from  the  first,  or  he  would  have  discarded  his 
singleton  8||^  and  saved  his  game. 
8 


114  SKAT 

GAME  VII 

A  GUCKSER 

In  the  game  following: 

Vorhand  held  J^k;  J^;  Ace,  lo,  74k;  Ace,   10,    K^; 

Mittelhand  held  J4k;  JV>  Q'  9»  S^j^;  Ace,  10,  K,  8^; 

Hinterhand  held  K,  9,  84b;  7^^;  Q,  9^;  Ace,  9,  8,  7^. 

Mittelhand  bids  10  on  the  heart  possibiHties,  and  Vor- 
hand retains  the  bid.  Mittelhand  passes,  and  Hinterhand 
bids  for  Nullo.  Vorhand  retains  to  20  and  Hinterhand 
passes.  It  is  fortunate  for  him  that  Vorhand  secures  the 
make,  as  the  lead  of  the  singleton  heart  by  Vorhand  would 
have  defeated  him  on  the  first  trick. 

Vorhand  announces  Gucki  Grando,  and  takes  both  Skat 
cards  into  his  hand  without  showing  them  to  the  partners. 
They  are  0^  and  QJf^. 

Holding  a  singly  guarded  Ten  and  a  singleton,  the  dis- 
card is  the  singleton  and  the  Ten.  Holding  a  minor  tenace 
of  Jacks,  it  is  better  to  force  them  than  lead,  as  if  both  the 
others  are  in  one  hand,  Player  will  be  helpless  in  the  hands 
of  his  Opponents  with  all  the  hearts  and  diamonds  except- 
ing the  Ten,  against  him.  He  leads  his  high  counting  cards 
to  force  the  Matadors. 
V.       M.       H. 

A^i      J  ff      84fc  =  13  points  for  Opponents. 

Hinterhand  noting  that  the  club  is  Vorhand 's  long 
suit,  and  that  his  partner  probably  holds  the  highest 
Matador,  holds  up  his  Kd|i  for  a  subsequent  trick. 


GAME   VII  115 

It  being  a  Guckser,  a  venture,  Mittelhand  thinks  Vor- 
hand  may  have  but  one  Matador,  his  partner  the  other, 
he  will  draw  and  make  his  heart  suit. 

V.       M.       H. 

J^     J4ii     Q^  =  20  points  for  Opponents. 

Mittelhand  finds  Vorhand  with  the  last  Matador.  Hin- 
terhand  swarms  his  highest  card  from  his  poorest  swarm- 
ing suit,  that  Mittelhand  may  read  his  hand.  Mittelhand 
leads  his  high  counting  card  to  force  the  last  Matador. 

V.       M.         H. 

]^     Ay      9^  =  13  points  for  Player. 
lojf^      8^      84^  =  23  points  for  Player. 

Mittelhand  hopes  to  keep  his  guarded  spade.  Vorhand 
finding  the  K^k  against  him,  must  make  his  points  while 
in  the  lead,  as  hearts  and  diamonds  are  both  against  him. 

V.       M.       H. 

A4^      8^      7^  =  34  points  for  Player. 
104^      94^      7^  =44  points  for  Player. 

It  is  apparent  that  Hinterhand  has  K^k*  His  refusal 
to  follow  on  the  spade  trick,  shows  length  and  possibly 
strength  in  the  diamond  suit. 

V.        M.       H. 
K^jk     04^      8^  =  51  points  for  Player. 

As  Vorhand  has  placed  10^  in  Skat,  he  has  61  points. 
The  Opponents  take  the  remainder  of  the  tricks. 
Vorhand  was  ''without  i,"  game  i,==2Xi2  =  24. 


116  SKAT 

If  at  the  lead  of  the  second  trick  Mittelhand  had 
played  A^  instead  of  his  best  Matador,  the  game  would 
have  proceeded  as  follows: 

V.  M.       H. 

A^k  jy      8J|i  =  i3  points  for  Opponents. 

J^  A^  Qy  =  i6  points  for  Player. 

lo^ii  8^      94^  =  26  points  for  Player. 

K4k  against  him,  he  commences  the  spade  suit,  hoping 
to  force  the  J d|i  or  make  sufficient  points  before  spades  are 
exhausted. 

H. 

74jk  =  37  points  for  Player. 
9^  =  47  points  for  Player. 
7^  =  54  points  for  Player. 

Having  placed  10  points  in  Skat,  Player  has  64  points 
and  wins  his  game.  Every  game,  however,  in  Skat  is  played 
to  a  conclusion,  but  it  is  immaterial  what  Vorhand  leads 
as  there  is  no  probability  of  making  his  Opponents  Schnei- 
der. He  leads  Q^* 
V.       M.        H. 

0^     K^      8^  =  22  points  for  Opponents. 

Hinterhand  suspecting  Vorhand  still  holds  10^,  and 
knowing  his  partner  has  the  best  heart,  and  the  J4k>  leaves 
the  trick  to  him. 

V.       M.  H. 

J4^  J<fr  K4t  =  28  points  for  opponents. 

74i  loy  9^  =  38  points  for  Opponents. 

Q4I1  Ky  A^  =  56  points  for  Opponents 


V. 

M. 

A4 

«♦ 

"♦ 

94 

K4 

04k 

GAME  VII  117 

If  at  trick  3 ,  Mittelhand  had  trumped  and  forced  the 
last  Matador  from  Vorhand's  hand  by  leading  lo^,  the 
result  would  have  been  virtually  the  same. 

Had  Vorhand  commenced  the  game  by  leading  a  Mata- 
dor (having  only  2 ,  not  including  the  best  one) ,  he  would 
have  been  made  Schwarz,  and  lost  96  points,  provided 
Hinterhand's  discard  is  sound  and  understood  by  partner. 

V.       M.       H. 

J4^      J4i     Q^=   7  points  for  opponents. 
J^      jy      7^  =  11  points  for  Opponents. 

Hinterhand  has  shown  his  partner  his  two  weak  suits. 
As  Mittelhand  has  commenced  an  aggressive  game,  his 
partner  knows  he  has  a  strong  suit,  and  subsequent  dis- 
cards from  his  hand  will  give  valuable  information  for  his 
use  later  in  the  game. 

V.       M.       H. 

74k     Ay      9^  =  22  points  for  Opponents. 
04^    loy     K4k  =  39  points  for  Opponents. 

Mittelhand  is  aware  that  if  Hinterhand  has  any  strength 
it  is  in  the  diamond  suit.  Vorhand  endeavors  to  conceal 
his  weakness  in  the  diamond  suit.  Hinterhand  plays  down 
in  the  club  suit. 


47  points  for  Opponents. 
50  points  for  Opponents. 
75  points  for  Opponents. 
88  points  for  Opponents. 
99  points  for  Opponents, 
no  points  for  Opponents. 


V. 

M. 

H. 

K4 

KV 

9*  = 

Q^ 

8V 

8*  = 

10* 

K^ 

A^  = 

io4fc 

Q4 

94  = 

A* 

94 

8^  = 

A* 

«♦ 

7f= 

118  SKAT 

As  Player  has  not  taken  a  trick  he  is  Schwarz  although 
he  has  lo  points  laid  away  in  the  Skat. 

He  was  * '  without  i  / '  game  i ,  Schneider  i ,  Schwarz  i ,  =  4 
multipUers.  Value  of  Guckser  is  16.  16  X4  =  64.  It  counts 
double  if  lost;  therefore  Player  is  minus  128,  because  his 
first  lead  was  an  improper  one. 


GAME  VIII 
A  GUCKSER  WITHOUT  MATADORS 

Vorhand  holds  J4k,  J^,  J^,  K,  7^^;  Q,  9,  84^;  10,  g^. 

Mittelhand  holds  J4fc,  Q,  9,  84k;  104^;  7V;  K,  Q,  9,  74- 

Hinterhand  holds  Ace,  104I1;  Ace,  7^^;  Ace,  K,  Q,  8^; 
Ace,  8^. 

In  Skat:    10^,  K^^. 

Hinterhand  makes  it  Guckser,  and  discards  10^  and  7^^ 
to  the  Skat. 

The  play  runs  thus: 

V.       M.       H. 

J^      J4i      8^=   4  points  for  Opponents. 

A^  =  17  points  for  Opponents. 

A4k=2i  points  for  Player. 

A4i  =  32  points  for  Player. 

K4k  =  36  points  for  Player. 

lo^i  =  50  points  for  Player. 

Ay  =  61  points  for  Player. 

0^  =  34  points  for  Opponents. 
^♦  =  39  points  for  Opponents. 

K^  =  49  points  for  Opponents. 


JV 

?♦ 

»♦ 

io4k 

7* 

8* 

94 

7V 

K* 

9Jh 

9V 

94 

roy 

«♦ 

J* 

0^ 

Q4 

Q* 

GAME   IX  119 

''Without  4,"  game  i,  =5.  16X5  =  80  plus  for  Hin- 
terhand. 

If  Vorhand  had  not  been  so  elated  with  his  fine  hold- 
ing of  three  Jacks,  and  had  ''bided  his  time,"  the  game 
might  have  been  played  thus: 

H. 

A4jk  =  2i  points  for  Player. 
Ay  =  32  points  for  Player. 
Q^  =  16  points  for  Opponents. 
K^Jb  =36  points  for  Player. 
Aiji  =  47  points  for  Player. 
K^  =  26  points  for  Opponents. 
8^  =  32  points  for  Opponents. 
104^  =  48  points  for  Opponents. 
A^  =  6i  points  for  Opponents. 
8^  =  63  points  for  Opponents. 

It  is  always  a  nice  plan  in  Skat  not  to  jump  at  conclu- 
sions, or  overestimate  values.  Opponents  should  not  take 
the  initiative,  but  leave  that  to  Player. 

GAME  IX 
A  NULLO 

An  apparently  sure  Nullo  will  sometimes  result  in  fail- 
ure, while  one  with  more  dangerous  cards  will  frequently 
be  successful. 

In  the  following  game : 


V. 

M. 

»♦ 

104 

9¥ 

7V 

loV 

Q* 

94 

94» 

7* 

8* 

Ji 

«♦ 

04 

0^ 

K* 

J* 

J¥ 

94 

!♦ 

?♦ 

120  SKAT 

Vorhand  held  Ace,  8,  jjf^;  Ace,  9,  8,  7^;  Ace,  8,  7^, 

Mittelhand  held  Q^;  K,  Q,  J,  10,  g^;  Q,  J,  10,  8^. 

Hinterhand  held  K,  Q,  J,  10,  gjf^;],  lo^k;  K,  9,  7^. 

In  Skat  were  K^,  A^. 

Vorhand  makes  Nullo,  and  is  tempted  to  declare  an 
Ouvert,  as  a  suit  is  generally  exhausted  in  the  second 
round.  Fortunately,  he  decides  on  a  plain  Nullo,  for  he  is 
vanquished. 

Player  knowing  his  spade  trick  will  be  taken,  even  though 
two  of  the  suit  may  be  in  the  Skat,  leads  the  nine.  He  can 
duck  three  rounds  if  the  other  three  spades  are  all  in  one  hand. 

V.       M.        H. 

94   ^    J* 

Success  or  failure  depend  on  Mittelhand's  insight  and 
reasonable  conclusions.  In  the  suit  of  which  he  has  5,  his 
partner  is  probably  void ;  and  with  his  holding,  it  is  their  only 
chance.    He  leads  the  9^  and  the  game  proceeds  as  follows: 

V.       M.      H. 
8V     9¥     K^ 

Hinterhand  shows  the  diamond  will  be  a  safer  lead  than 
spade  or  club.  As  Hinterhand  has  no  hearts,  Mittelhand 
continues  the  heart  lead  to  give  his  partner  discards  and  to 
eventually  throw  the  trick  into  Vorhand's  hand.  If  A^  is 
in  the  Skat,  Vorhand  will  win  his  game  whatever  is  played. 

V.       M.       H. 

Hinterhand  shows  his  club  suit  is  dangerous  and  Mit- 
telhand would  not  lead  it  if  he  had  a  club.  He  tries  the 
third  lead  of  the  heart  and  finds  it  successful. 


GAME  X  121 

V.       M.      H. 

Jt9  JV  9^ 

Vorhand  wins  the  trick  and  the  game  is  concluded. 

Nullo,  Nullo  Ouvert  and  Grando  Ouvert  are  not  played 
to  a  conclusion  if  a  trick  is  taken  by  Player  in  the  two  first 
mentioned  or  if  a  trick  is  lost  in  the  last  mentioned  game ; 
as  in  these  three  games,  a  trick  won  or  lost  decides  the 
winner,  and  not  the  number  of  points  made  as  in  all  the 
other  Skat  games.  Nullo  has  no  multipUers,  multiplicand, 
no  Schneider,  no  Schwarz.  The  game  counts  plus  20  if 
won,  minus  20  if  lost.  As  Player  took  a  trick  in  the  above 
game,  he  is  minus  20,  and  the  next  deal  is  in  order. 

Had  Mittelhand  led  the  diamond,  Hinterhand  would 
have  played  the  nine,  to  put  Player  in  the  middle,  as  his 
cards  are  of  equal  value  in  the  trick.  If  Player  does  not 
discard  A^ii  on  the  diamond  trick,  Hinterhand  will  defeat 
him  by  leading  clubs  three  times.  Vorhand's  heart  and 
club  suits  being  exactly  alike,  it  would  be  clever  guessing 
to  know  whether  to  throw  away  A^  or  AJf^.  If  he  throws 
the  A^i  he  wins  his  game.  On  such  slight  supports  does  a 
successful  game  depend  in  Skat.  Vorhand's  make  was 
suitable,  but  the  unequal  distribution  of  the  cards  de- 
feated him. 


GAME  X 

A  NULLO  FOR  HINTERHAND 

Vorhand  held  AJf^;  J,  84^;  A,  9,  8^;  Q,  J,  9,  8^. 
Mittelhand  held  K,  Q,  J,  loj^;  Ace,  Q,  4^;  K,  Q,  ^; 
Ace,  K^. 


122  SKAT 

Hinterhand  held  9.  8,  74k;  lo,  9,  7^^;  10,  7^;  10,  7^. 

In  Skat:  J^,  K^. 

Hinterhand  secures  the  bid  and  names  Nullo  as  the 
game.  Vorhand  leads  his  singleton  and  then  his  shortest 
suit  from  the  top. 

V.        M.       H. 

A4b    K4k      74k 

J4  ^  104 

Mittelhand  with  the  high  cards  leads  the  K^  as  the 
least  of  evils. 

V.       M.        H. 
Ay    K^    loy 

9V     Of      7V 

Mittelhand's  cards  are  all  takers  and  Hinterhand  can 
not  be  defeated.  With  3  Tens,  2  of  them  singly  guarded, 
Hinterhand  wins  the  game,  not  from  any  brilliant  play, 
for  he  merely  follows  suit  and  underplays  Opponent's 
lead,  but  the  distribution  of  the  cards  is  favorable  to  him. 
It  looked  like  a  very  hazardous  experiment  before  the 
cards  of  the  other  players  were  seen. 


GAME  XI 

A  GUCKI  NULLO 

A  Gucki  Nullo  enables  a  player  to  rid  his  hand  of  danger- 
ous cards.     In  a  club  game: 

Vorhand  held  Ace,  K,  9,  8,  7^^;  10^;  74b;  10,  8,  7^. 
Mittelhand  held  Ace,  K,  gjf^;  K,  Q^;  10,  Q^]  K,  J,  g^. 
Hinterhand  held  Q,  J,  10,  84I1;  Ace,  9,  8,  7^;  Ace,  Q^. 


GAME   XI  123 

Mittelhand  bids  lo  for  a  turn;  Vorhand  retained  the 
bid,  and  Mittelhand  passed.  Hinterhand  bids  12  for  a 
Solo  diamond,  Vorhand  holding  the  bid.  Hinterhand 
passes,  and  Vorhand   makes   Gucki  Nullo.     In  Skat   are 

Taking  both  Skat  cards  into  the  hand,  without  showing 
either  one,  he  rids  his  hand  of  J  and  10^,  leaving  the  suit 
blank.  Having  seen  the  Skat  cards  he  can  safely  lead  a 
spade,  as  there  are  two  spades  in  Opponent's  hands. 

V.       M.       H. 

The  heart  discard  by  Hinterhand  would  be  better  for 
his  hand,  but  would  convey  false  information  to  his  part- 
ner. In  the  diamond  discard,  he  says  to  his  partner,  *'My 
weak  cards  are  in  this  suit."  As  Vorhand  has  placed  his 
diamonds  in  the  Skat,  Hinterhand 's  small  diamonds  are 
useless  in  this  deal,  but  to  follow  this  rule  of  discarding, 
will,  in  the  majority  of  cases  be  of  the  greatest  assistance 
to  a  partner,  as  has  been  demonstrated  in  previous  games. 
Mittelhand  having  the  command  of  two  rounds  of  dia- 
monds, it  would  be  idle  to  lead  them.  The  heart  and  club 
tricks  are  both  uncertain,  but  Vorhand  can  get  no  discard 
on  the  spade  trick  and  Mittelhand  can  observe  his  partner's 
second  discard.    He  therefore  leads  thus: 

V.       M.       H. 

Mittelhand  is  absolutely  warned  against  the  heart  lead, 
and  proceeds  to  lead  gjf$. 


124  SKAT 

V.      M.       H. 

Hinterhand  takes,  to  place  Player  in  the  middle,  and 
leads  as  follows: 

V.        M.       H. 

loy    Ky    Ay 

8V     JV     OjJ 

Hinterhand  plays  a  losing  diamond. 

V.      M.         H. 

Vorhand  has  secured  the  wished-for  discard  of  lo^. 
He  can  win  his  game.  He  is  plus  15.  If  he  had  lost  he 
would  have  scored  minus  30  (double  the  count,  as  in  Passt- 
Nicht). 

GAME  XII 
A  GRANDO  OUVERT 

Cards  must  be  of  exceptional  value  to  warrant  a  player 
in  naming  the  game  Grando  Ouvert.  In  this  game  Player's 
cards  are  placed  on  the  table  for  the  inspection  of  Oppo- 
nents, before  a  card  is  played.  Player  must  take  every 
trick.  Immediately  he  loses  a  trick  the  game  is  concluded, 
and  Player  scores  minus. 

In  announcing  his  game,  he  thereby  announces  declared 
Schwarz,  Schwarz,  declared  Schneider,  and  Schneider,  4 
multipliers.  As  his  aims  are  impossible  of  fulfilment  with- 
out two  Matadors,  the  lowest  count  made  is  168.  **  With  2,'' 
game  i ,  declared  Schwarz  i ,  Schwarz  i ,  declared  Schnei- 


GAME   XII  125 

der  I,  Schneider  i,  making  7.  The  basis  value  is  24, 
24X7  =  168.  If  he  holds  all  the  Matadors  the  number  of 
multipliers  would  be  9.  24X9  =  216.  This  is  the  most  val- 
uable game  in  Skat,  and  seldom  possible.  Player  as  Vor- 
hand  is  in  a  far  more  advantageous  position  than  as  Mittel- 
hand  or  Hinterhand. 

In  the  following  game : 

Vorhand  held  J4k>  ]4^,  Ace,  10,  K,  g^;  Ace,  10,  K,  Q^. 

Mittelhand  held  J ^i  !♦:  Ace,  10,  K,  Q,  g^^;  8^,  Q,  8^ . 

Hinterhand  held84k;  Ace,  10,  K,  Q,  j^;  7^;  g,  8,  7^. 

Vorhand  announces  Grando  Ouvert,  and  leads: 

V.       M.        H. 

it±,      84       74 
104      8^      8^ 

K4  9Jt»  9^ 

Q±  0*  74 

Ay  QV  Q^ 

loy  K*  K4 

Ky  io4b  lojf, 

9ff  A*  A^ 

Vorhand  scores  plus  i68. 

This  hand  appears  invincible,  but  permits  Vorhand  and 
Mittelhand  to  exchange  cards.  Mittelhand  now  makes 
Grando  Ouvert,  and  Vorhand  leads. 

V.       M.        H. 
A*     J^    84, 


126  SKAT 

Alas!    The  J y  is  in  Vorhand's  hand  if  it  is  not  in  the 

Skat. 

V.       M.      H. 

The  game  is  concluded,  Mittelhand  as  Player  scores 
minus  i68.  Had  the  game  been  Solo  Gran  do,  Mittelhand 
maker,  it  would  have  resulted  as  follows  : 

First  two  tricks  =  17  points  for  Player. 

H. 

7^  =  13  points  for  Opponent. 
A^  =  34  points  for  Opponent. 
10^1^  =  51  points  for  Opponent. 
K4J^  =  62  points  for  Opponent. 
Q^  =  6g  points  for  Opponent. 

74^  =  79  poiiits  for  Opponent. 

8^  =  28  points  for  Player. 

g^  =41  points  for  Player. 

Player  scores  minus  60. 

Unless  Player  is  Vorhand  it  is  unwise  to  play  an 
Ouvert  with  less  than  three  Matadors. 

The  NuUo  games  considered  in  previous  chapters  are: 
NuUo,  NuUo  Ouvert,  and  Gucki  NuUo. 

GAME  XIII 

REVOLUTION 

There  is  one  more  Nullo  game,  so  puerile,  so  senseless 
that  if  played  at  all  it  should  be  in  the  nursery  for  the  enter- 
taining of  small  children.     But,  as  there  are  card  players 


V. 

M. 

JV 

A^ 

10* 

9¥ 

K* 

0^ 

0* 

KV 

9* 

K4 

84 

loV 

8¥ 

A¥ 

QV 

^°t 

GAME   XIII  127 

who  think  it  a  restful  interlude  after  a  strenuous  manipu- 
lation of  the  cards  in  Solo  and  Gran  do  games,  a  few  words 
may  not  be  amiss.  The  game  is  called  Revolution — possibly 
because  it  quite  revolutionizes  the  fagged  brains  of  clever 
experts,  as  the  reading  of  dime  novels  after  an  all-night's 
session  was  said  to  have  accomplished  a  similar  purpose 
for  a  British  statesman. 

When  Player  holds  cards  for  Nullo  Ouvert,  he  may 
announce  ''Revolution,''  and  all  players  place  their  cards 
upon  the  table  face  exposed.  The  partners  may  consult 
together  aloud  as  to  which  cards  are  advisable  to  play 
in  their  attempt  to  defeat  Player.  In  the  game  of  a  few 
years  ago,  they  were  also  permitted  to  exchange  cards  with 
one  another  before  the  play  commenced,  the  better  to  com- 
pass their  ends.  If  any  game  can  be  devised  for  adult 
players  that  is  more  ridiculous,  it  has  yet  to  be  brought 
before  the  public. 

The  count  for  a  winner  is  60  plus;  for  a  loser,  60  minus. 

Here  is  a  game  by  Hinterhand  in  which  he  called  for 
''Cards  down,"  and  played  Revolution. 

Vorhand  held  Ace,   K,  Q,  7^  ;  Ace,  10,  K,  Q,  J^  ; 

Mittelhand  held  K,  J,   QJf^;  J,   gA  ;  Ace,   10,   K,  Q, 

Hinterhand  held  lo,  9,  8,  jjf,;  8^]  8,  7^;  9,  8,  7^. 

Vorhand  leads  diamonds  to  give  Mittelhand  discards  of 
spades,  thus: 


V. 

M. 

H. 

A^ 

J4 

9^ 

Kf 

9* 

«♦ 

74 

K* 

^A 

128  SKAT 

Hinterhand  loses  his  game,  having  taken  a  trick,  and 
scores  minus  60.  The  large  count  tempted  him  to  try  Rev- 
olution. It  was  ill-advised  with  a  singleton  eight.  He 
could  have  scored  plus  40  in  place  of  minus  60,  had  he 
been  less  ambitious. 

Revolution,  played  under  more  difficulties,  where  the 
cards  are  not  all  winners  in  Vorhand's  hand,  as  in  the  above 
game,  and  consultations  occur  during  the  progress  of  the 
deal,  would  resemble  the  game  between  Uncle  Braesig  and 
Hawerman  (farm  inspectors).  Rector  Baldwin  and  his 
brother-in-law  Kurz  the  grocer,  in  the  famous  Fritz  Reuter's 
*'Card  Party,"  which  scene  is  laid  in  Eisenach.  It  is  the 
most  amusing  skit  on  card  playing  ever  written. 


GAME  XIV 
A  RAMSCH 

Ramsch  is  a  compound  of  Gran  do  and  NuUo.  It 
resembles  Grando  in  the  fact  of  the  four  Jacks  being  the 
only  trumps,  and  Nullo  in  the  desire  to  avoid  taking  tricks. 

The  winner  of  the  highest  aggregate  of  points  in  the 
tricks  of  the  deal  is  scored  minus  20.  If  one  player  takes 
no  trick,  the  loser  scores  minus  30,  and  if  the  loser  takes 
all  the  tricks  he  scores  minus  50. 

If  a  player  pass  holding  high  counting  cards,  the  Ramsch 
game  is  a  just  punishment  for  his  timidity,  if  announced, 
for  he  will  assuredly  win  the  greatest  number  of  points. 

In  playing  Ramsch  one  rids  his  hand  of  high  counting 
cards  as  speedily  as  possible,  that  he  may  not  be  in  the 
lead  at  the  end  of  the  game ;  and  even  then  he  may  be  so 


GAME   XIV  129 

unfortunate  as  to  win  the  high  counting  cards  of  the  other 
players  with  cards  of  intermediate  value.  One  should 
^atch  closely  the  fall  of  the  cards,  remembering  there  are 
seven  in  suit,  and  two  unknown  ones  are  in  the  Skat. 

In  the  following  deal: 

Vorhand  held  J^;  lo,  Q,  g^d;  lo,  8^^;  K^;  lo,  Q,  7^. 

Mittelhand  held  J^^;  J^^;  A,  Q,  7^;  10,  9,  7^;  K,  9^. 

Hinterhand  held  K,  8,  jjf^',  K,  gi^;  Ace,  Q,  8fjf ;  Ace,  8^. 

In  Skat:    J^t,  A^^. 

Mittelhand  passes.  Hinterhand  passes.  Vorhand  may 
name  the  trump  without  bidding  or  he  may  announce 
Ramsch.     He  announces. 

Each  player  strives  to  take  as  few  cards  of  numerical 
ralue  as  possible.    There  is  no  partnership. 

Holding  a  red  Jack,  it  is  good  policy  to  lead  it  at  once. 

V.        M.        H. 

jy      J^      A^  =  15  points  for  Vorhand. 

Mittelhand  holding  a  fourchette  of  Matadors,  under- 
plays, for  if  Jtfli  should  chance  to  be  in  the  Skat  (as  it  is), 
both  his  Matadors  would  take  with  a  high  counting  card  in 
each  trick. 

Vorhand  not  expecting  the  second  lead,  is  in  a  dilemma. 
His  cards  are  dangerously  high.  He  rids  his  hand  of  the 
singleton  heart  before  proceeding  to  lead  an  intermediate 
diamond. 

V.        M.        H. 

Ky      9^     Q^  =  22  points  for  Vorhand. 

Mittelhand  passes  the  heart  trick,  expecting  to  get  a 
discard  of  the  Ace  later. 
9 


130  SKAT 

V.       M.  H. 

0^  K^  8^  =  7  points  for  Mittelhand. 

84k  04^  K^k  =  7  points  for  Hinterhand. 

O4I1  J4^  84^=12  points  for  Mittelhand. 

Mittelhand  trumps  the  trick  with  its  few  points  that  his 
Matador  may  not  take  a  more  valuable  trick  on  a  subse- 
quent lead. 

V.       M.       H. 
104^      74^      94^  =  32  points  for  Vorhand. 

Four  diamonds  have  been  played.  There  is  but  one 
more  and  it  may  be  in  the  Skat.  Therefore,  it  is  manifestly 
unsafe  for  Vorhand  to  lead  a  diamond.  Of  the  clubs,  but 
two  have  been  played,  the  club  is  the  safer  of  the  two  suits. 

V.       M.       H. 

g4li    10^     K4li  =  2i  points  for  Hinterhand. 
104I1      9^      74^  =  42  points  for  Vorhand. 

The  club  lead  proved  unfortunate  for  Vorhand.  As 
Mittelhand  fears  the  7^  will  be  led  and  put  him  in  the 
lead,  he  discards  his  9^  instead  of  A4b* 

V.       M.       H. 

7^     A4^     A^  =  64  points  for  Vorhand. 
10^      7 V      8^  =  74  points  for  Vorhand. 

Vorhand  takes  last  trick;  therefore  Skat  cards  belong 
to  him. 

13  points  are  in  Skat. 

As  no  pla3^er  is  without  a  trick  Vorhand  scores  minus  20. 


GAME   XV  131 

If  at  trick  7,  Vorhand  had  led  the  diamond,  he  would 
have  taken  fewer  points,  but  the  result  would  have  been 
the  same  as  he  would  have  been  the  loser  with  53  points, 
while  Mittelhand  had  23  and  Hinterhand  44. 


GAME  XV 
ANOTHER  RAMSCH 

Another  game  in  which  Ramsch  was  announced  fol- 
lows, in  which  Vorhand  was  more  fortunate: 

Vorhand  held  J^;  Ace,  Q,  84b;  10,  Q^;  K,  9,  8,  7^. 

Mittelhand  held  J^;  K,  9,  74k;  K^^;  10,  Q^ ;  Ace,  Q, 
8^. 

Hinterhand  held  J,  io4ii;  Ace,  9,  8,  7^^;  10,  K,  9,  7^. 

In  Skat:  ]^,  A^. 

As  neither  Mittelhand  nor  Hinterhand  would  bid,  Vor- 
hand announces  Ramsch,  and  leads  his  red  Jack. 

V.       M.       H. 

J^      jy      JJf^  =  6  points  for  Hinterhand. 

Even  though  two  spades  may  be  in  Skat,  his  9^^  will 
be  taken,  so  Hinterhand  leads  it. 

V.       M.       H. 
Q^     K^      94^  =  7  points  for  Mittelhand. 

The  club  suit  being  the  least  dangerous  of  the  three, 
Mittelhand  leads  from  it. 

V.       M.       H. 
04k      94^    104^=19  points  for  Hinterhand. 


132  SKAT 

Knowing  but  one  spade  is  out,  and  fearing  it  may  be 
in  the  Skat,  in  which  case  Hinterhand's  lead  of  a  spade 
would  capture  two  discards  of  high  counting  cards,  he 
fears  to  risk  it,  and  leads  the  diamonds. 

V.       M.        H. 
A4I1     Q^      9^  =  21  points  for  Mittelhand. 

Vorhand  taking  advantage  of  Hinterhand's  fears  anent 
the  spade,  rids  himself  of  the  high  club,  and  by  that  dis- 
card confirms  Hinterhand's  supposition.  Hinterhand  nat- 
urally supposes  if  Vorhand  held  104}^  unguarded,  he  would 
not  fail  to  disembarrass  himself  of  it  at  the  first  oppor- 
tunity. His  failure  to  do  so  satisfies  Hinterhand  it  is  in 
the  Skat.  In  the  meantime  Vorhand  strengthens  his  posi- 
tion by  discarding  his  clubs. 

Although  a  card  of  high  counting  value  is  discarded 
to  the  trick,  it  is  wise  to  take,  or  worse  may  ensue.  One 
club  only  is  unpla3^ed,  and  Mittelhand  is  confronted  by 
the  same  fears  as  was  Hinterhand  in  regard  to  the  spades. 
He,  therefore,  leads  a  diamond.  Herein  he  was  at  fault, 
for  in  leading  diamonds,  he  must  capture  every  trick. 
He  should  have  taken  the  club  risk.  By  having  over- 
cautious Opponents,  Vorhand  wins. 

V.        M.        H. 
SJj^      8^      7^  =  21  points  for  Mittelhand. 

Mittelhand  has  missed  his  opportunity  of  throwing  the 
lead  on  the  club  trick  and  his  only  chance  now  is  with  the  0  V- 

V.        M.       H. 

9V     Oy    10^  =  34  points  for  Mittelhand. 

8^    loy     A4j^  =  55  points  for  Mittelhand. 


GAME   XVI  133 

Mittelhand's  cards  are  all  winners,  but  it  is  played  to  a 
conclusion. 

V.       M.  H. 

^°4^  ^^  ^^  =  ^o  points  for  Mittelhand. 

Ky      74^  8^  =  84  points  for  Mittelhand. 

7^  K4^  jj^  =  88  points  for  Mittelhand. 

Taking  last  trick,  Mittelhand  also  owns  the  Skat  cards, 
13  points;  96  for  Mittelhand. 

As  Vorhand  captured  no  trick,  Mittelhand  scores  minus 
30  for  the  Ramsch  game. 

Had  Hinterhand  led  the  spade  the  second  time,  and 
had  Mittelhand  led  the  club  the  second  time,  Vorhand 
would  have  taken  81  points  instead  of  none,  Mittelhand 
only  20,  and  Hinterhand  19.  The  chief  fault  of  the  tyro  is 
timidity,  and  in  the  majority  of  cases  the  results  are  un- 
satisfactory. 


GAME  XVI 

A  SOLO  DIAMOND  (WITH  A  WEAK  HAND) 

Vorhand  holds  Ace,   K,  9,  74I1;   10,   K,  Q,  g^;  g^; 
10^. 

Mittelhand  holds  J4t;  J^;  Ace,  8,  7^^;  Q^;  Ace,  Q, 

Hinterhand  holds  J4k;J^;  10,  Q4t;  10,  K,  8,  7^;  K, 

In  Skat:  8^^,  A^. 

In  learning  the  game  it  is  well  for  the  student  to  have 
definite  rules  for  his  guidance,  but  when  one  has  become 


134  SKAT 

familiarized  with  its  peculiarities,  he  may  adventure  be- 
yond the  rules.  There  are  risks,  and  he  may  come  to  dis- 
aster, but  the  risks  are  the  soul  of  Skat.  In  this  game 
there  is  a  certain  amount  of  risk,  but  not  a  great  loss,  if 
unsuccessful. 

Mittelhand  has  not  the  requisite  count  of  8  for  a  Solo 
make,  but  having  the  highest  Matador,  and  being  a  ven- 
turesome player,  he  bids  for  a  diamond  Solo,  commencing 
with  the  usual  *'  lo."    Vorhand  passes. 

Hinterhand,  also,  lacks  the  conventional  count,  but  one 
lead  of  club,  and  one  of  a  diamond  may  clear  those  suits, 
and  thus  strengthen  his  hand.  Moreover,  although  he  has 
only  a  minor  tenace  in  Matadors  he  is  Hinterhand,  a  posi- 
tion of  more  safety  than  that  of  Mittelhand.  He  bids  *'  1 2  " 
with  the  intention  of  making  a  heart  Solo.  Mittelhand  re- 
tains the  bid. 

Hinterhand  bids  ''14,"  and  Mittelhand  still  retains.  It 
is  evidently  not  a  Toumee  that  Mittelhand  seeks.  It  is 
probable  that  Mittelhand  has  the  two  other  Matadors.  It 
may  be  a  Solo,  or  it  may  be  a  Grando.  Hinterhand's 
cards  are  not  sufficiently  good  to  withstand  an  attack  and 
he  retires.    Mittelhand  makes  the  trump  a  diamond  Solo. 

Vorhand  leads  an  Ace  according  to  the  usual  custom 
in  Solo,  but  Mittelhand  trumps  it. 

V.       M.       H. 
A4k     0^     Q4t  =  17  for  Player. 

Mittelhand 's  inference:  Hinterhand  has  neither  9,  8  or 
74^9  but  may  have  10. 

Vorhand's  inference:  SJ(^  is  in  Skat.  (To  learn  the 
Skat  cards  early  in  the  game  is  of  great  advantage.) 


GAME   XVI  135 

Mittelhand  wishes  to  draw  trumps,  and  can  lose  but  14 
on  high  counting  cards,  as  he  holds  Ace. 

V.       M.       H. 

10^      ?♦     K^  =  14  for  Opponent. 

Hinterhand's  inference:  Vorhand  has  not  Ace  of 
trumps. 

Vorhand's  inference:  Hinterhand  has  not  Ace  of  trumps. 
There  is  at  least  one  Knave  in  Hinterhand's  hand.  If 
Mittelhand  had  held  three,  or  the  two  highest,  he  would 
have  led  one. 

Vorhand  does  not  continue  with  the  club,  for  the  Ten  is 
in  the  Skat  or  in  partner's  hand.  If  the  latter  is  the  case, 
it  will  be  lost  on  Mittelhand 's  trump,  or  Mittelhand  will 
get  a  discard  of  a  losing  card,  a  circumstance  always  to 
be  avoided.  He  changes  the  suit  and  leads  from  his  strong 
spade  suit,  in  an  endeavor  to  force  the  Ace. 

V.         M.       H. 

K^jb     A^j^      9^  =  29  for  Opponent. 

Ordinarily  Mittelhand  would  hold  up  the  Ace  to  ''nip" 
the  Ten  in  Vorhand 's  hand  on  a  subsequent  trick,  but  as  a 
short  suit  is  not  led  in  a  Solo  make,  Mittelhand  knows 
Vorhand  must  have  three  at  least.  If  Hinterhand  has 
the  other  one,  this  is  the  only  chance  to  make  the  Ace.  If 
not,  it  forces  a  trump,  which  will  help  his  hand  as  he  has  so 
few.     If  Ace  takes,  he  can  get  another  trump  lead  at  once. 

Hinterhand's  inferences:  lo^^  is  in  partner's  hand. 
Mittelhand  has  no  more  spades,  or  has  two  more. 

Vorhand's  inferences:  Mittelhand  has  one  or  two  more 
spades,  Ace  and  8^,  and  presumably  two  Knaves,  not  the 


136  SKAT 

two  highest,  nor  the  spade  and  heart  (in  sequence),  or  he 
would  have  led  one.  From  his  low  lead,  it  would  appear 
he  has  the  minor  tenace  in  Matadors,  which  is  not  the  case. 

He  who  holds  the  first  and  third  makes  but  one  of  them, 
if  he  leads;  he  who  has  the  second  and  fourth  loses  both 
by  leading;  thus  neither  one  will  lead  them. 

Hinterhand  leads  from  his  Ten,  Ejng  suit  to  force  Ace. 

V.       M.        H. 

qV     OV     Ky  =  36  for  opponent. 

Mittelhand's  inference:  A^  is  in  Skat,  and  he  can 
add  II  to  the  points  in  his  tricks.  Hinterhand  knows  he 
has  all  the  hearts.  If  he  can  force  the  lead  on  Mittelhand, 
he  will  be  able  to  make  on  J^  and  save  his  partner's  10^. 

V.        M.        H. 
74I1     A^     10^  =  38  for  Player. 


Mittelhand  does  not  swarm  on  partner's  trick  as  it  is 
sufficiently  valuable  to  force  a  trump. 

V.       M.        H. 

104^      8^      J^  =  48  for  Opponent. 

Mittelhand  knowing  A^  is  in  Skat,  has  49  points  safe. 
He  needs  but  12  points  more.  If  lo^fb  is  also  in  Skat  he  is 
secure.  If  it  is  with  Hinterhand  he  can  capture  it  without 
a  doubt,  as  Vorhand  will  have  no  opportunity  for  a  lead  if 
Mittelhand  does  not  lead  spades.  It  is  the  only  unplayed 
Ten,  and  both  Player  and  Opponents  seek  to  capture  it. 
The  lead  is  with  Hinterhand.  He  must  perforce  lead  the 
heart.  Vorhand  swarms  his  highest  to  make  the  trick 
valuable  enough  to  induce  Mittelhand  to  trump,  that  he 


GAME   XVII  137 

may  be  compelled  to  lead  a  spade,  and  thus  Hinterhand 
can  save  his  lo^li.  Mittelhand,  however,  wisely  refuses  to 
trump  and  gets  one  discard  of  a  spade. 

V.       M.        H. 

K4fc      74^      Sy  =  52  for  opponent. 
04      ^4      ?¥  =  S 5  f or  Opponent. 

Hinterhand  is  now  compelled  to  lead  his  lo^li,  and  the 
game  is  concluded. 

V.       M.       H. 

gjf^      jy    104^  =  50  for  Player. 
9^     J*     J^  =  54  for  Player. 

In  Skat,  II,  =  65  for  Player. 

If  at  trick  2,  Mittelhand  had  led  J4li  instead  of  a  small 
trump,  he  would  have  made  73  points.  Mittelhand  has 
*'with  I,"  game  i,  =  2.     Diamond  Solo  9.     9X2  =  18  plus. 

The  A^  in  the  Skat  saved  Mittelhand  the  game.  It 
was  a  fortuitous  circumstance  which  frequently  occurs 
in  Skat,  but  should  not  be  expected,  or  minus  scores  will 
result. 

GAME  XVII 

A  HEART  SOLO  FOR  VORHAND 

In  Skat,  position  is  the  battle  half  won.  If  player  is 
Vorhand  and  has  secured  a  Solo  make  on  conventional 
lines,  nine  chances  out  of  ten  that  he  wins  his  game.  The 
following  game  will  show  the  fallacy  of  pinning  one's  faith 
to  a  motto,  or  of  indulging  in  the  shibboleths  ** always" 
and  **  never. " 


138  SKAT 

VorhandheldJ4b;J4;  io,84fc;  Ace,  K,  Q,  8^;  lo,  K^. 
Mittelhand  held  J  V;  9,  7*;  K,  Q,  9,  84^;  Ace,  8,  7^. 
Hinterhand  held  J,  Ace,  K,  Q4b;   Ace,  10,  7^;   10, 

9V;  94. 

In  Skat:  J^y  0#- 

Mittelhand  passes.  Hinterhand  can  count  but  7  and 
passes  also.  Vorhand  has  the  eight  count  for  a  Solo  make, 
and  names  the  trump  a  heart  Solo.  Having  the  first  lead, 
he  commences  with  one  of  his  Matadors,  that  the  10^ 
may  not  make  without  drawing  a  Jack  also. 

V.       M.       H. 

J^      jy    10^  =  14  for  Opponent. 

Mittelhand  leads  an  Ace,  as  is  the  custom  in  a  Solo 
Opponent. 

V.       M.       H. 
K^     A^      9^  =  29  for  Opponent. 

Hinterhand,  playing  his  highest  on  partner's  trick, 
shows  Mittelhand  he  has  no  more  diamonds.  Vorhand 
may  have  one  more.  It  is  Ten,  as  he  played  his  lowest,  the 
King.  Mittelhand  leads  the  suit  again  that  partner's 
trump  may  catch  the  Ten. 

V.       M.       H. 

10^      8^      9^  =  39  for  Opponent. 

Mittelhand  now  knows  one  of  the  Skat  cards,  the  Q^. 
Hinterhand,  following  the  rule,  leads  an  Ace,  which  is 
trumped. 

V.       M.       H. 
Aff      8^     A4jk  =  22  for  Player. 


GAME   XVII  139 

Vorhand  leads  trump  again,  still  hoping  the  A^li  will 
be  led.    Mittelhand  swarms. 

V.       M.       H. 

8^     K^      J4i  =  45  for  Opponent. 

Hinterhand  does  not  wish  to  lead  the  club  suit  as  he 
has  two  tricks  in  it  if  it  comes  up  to  him,  and  so  con- 
tinues with  the  spades. 

V.       M.       H. 
Ky      94^    104^  =  36  for  Player. 

Vorhand  is  chagrined  that  the  club  is  not  led,  for  he 
will  now  lose  both  tricks  as  he  lost  the  diamond  tricks. 
These  two  losses  will  bankrupt  him,  but  it  is  inevitable. 
He  leads  another  trump  to  possibly  unguard  the  A^k  in 
an  Opponent's  hand. 

V.        M.        H. 
Oy      ?♦      74  =  39  for  Player. 

At  last  Vorhand  is  compelled  to  lead  the  club. 

V.  M.  H. 

SJf$  g4k  K4^  =  49  for  Opponent. 

lo^t  74»  A4^  =  7o  for  Opponent. 

jjb  Q^  0*  =  47  for  Player. 

Three  in  Skat,  =  50  for  Player. 

Player  loses  his  game.  ''Without  i,"  game  i,  =  2. 
Heart  Solo  is  10X2  =  20  minus. 


140  SKAT 

GAME  XVIII 

CHANGE  OF  POSITION 

In  Game  XVII,  if  Player  had  been  in  Hinterhand's 
position  the  result  might  have  been  different.  Let  Hin- 
terhand  and  Vorhand  exchange  cards  and  Hinterhand 
make  it  the  heart  Solo.  Vorhand  leads,  as  is  proper,  the 
A*- 

V.       M.  H. 

A4k  K4^  Ky  =  19  for  Player. 

9V  JV  14^  =  23  for  Player. 

J4ii  04k  J4  =  7  foi*  opponent. 

Directly  Player  gets  the  lead  he  commences  with  trumps 
as  before.  In  the  first  instance,  having  the  original  lead, 
he  was  more  cautious,  and  moreover  did  not  know  the 
spade  would  be  led  to  him.  In  the  first  instance,  however, 
it  made  no  difference  which  Matador  he  led  (as  it  resulted), 
as  the  strong  hand  was  at  his  right,  and  he  was  thus  placed 
in  the  middle  at  every  opportunity.  In  the  present  game 
the  conditions  are  sHghtly  different. 

V.       M.       H. 
104^      ^4^     Qy  =  36  for  Player. 

Vorhand  leads  the  spade  again,  for  the  same  reason  as 
it  was  led  in  the  first  game,  to  have  the  club  come  from 
Player. 

V.       M.       H. 
10 V      74^     Ay  =  57  for  Player. 


GAME   XVIII  141 

Hinterhand,  having  exhausted  trumps,  knows  the  seven 
of  trumps  is  in  the  Skat.  The  partners  have  no  way  of  as- 
certaining its  whereabouts. 

As  Hinterhand  has  two  singly  guarded  Tens,  he  cannot 
hope  to  save  them  both.  The  9  and  7^  are  yet  unplayed. 
Mittelhand  holds  one  at  least.  It  is  not  discarded  in  the 
hope  of  making  a  trick  after  trumps  are  played,  and  Mit- 
telhand's  refusal  to  discard  diamonds  shows  qtiite  con- 
clusively he  holds  Ace,  as  Hinterhand  has  Ten,  King,  and 
Mittelhand  would  not  fear  to  unguard  a  Queen.  The 
tenace  of  clubs,  then,  is  probably  with  Vorhand,  and  if  the 
diamond  lead  comes  from  there  after  clubs  are  gone  he 
can  make  his  Ten.  He  must  sacrifice  his  club  to  save  his 
diamond. 


V. 

M. 

H. 

K* 

94> 

84t  =  ii  for  Opponent. 

A* 

94 

iO|Jt  =  32  for  Opponent. 

Never  permit  Player  to  get  a  discard.  Acting  on  this 
excellent  advice,  Vorhand  dare  not  lead  his  QJf^f  a  win- 
ning card.  He  cannot  hope  to  force  a  trump  with  it,  and 
fears  a  discard.  Presuming  Player  to  hold  the  two  remain- 
ing hearts  (trumps)  and  one  diamond,  if  he  gets  the  dis- 
card of  the  diamond  Mittelhand 's  Ace  will  be  lost  to  one 
of  the  trumps. 


V. 

M. 

H. 

9t 

Ai 

K^  =  47  for  Opponent. 

7* 

«♦ 

10^  =  67  for  Player. 

Q* 

?♦ 

8^  =  70  for  Player. 

Three  in  Skat,  =  73  for  Player. 


142  SKAT 

Player  wins  his  game,  a  score  of  plus  20. 

It  must  not  be  presumed  that  the  conventional  rules 
are  safely  disregarded.  In  the  majority  of  cases  they  will 
serve,  the  above  being  an  exception  to  the  rule.  Two 
unknown  cards  render  the  certain  placing  of  the  cards,  as 
in  whist,  impossible,  except  by  elimination.  Hinterhand's 
play  should  have  warned  Vorhand  his  hand  had  the 
guarded  Ten  and  Hinterhand  was  seeking  to  get  a  discard 
of  the  suit,  leaving  the  Ace  blank,  for  had  Mittelhand  held 
Ten  he  would  have  swarmed  it  on  his  partner's  AJf^. 


GAME  XIX 
A  NULLO  GAME 

WON  BY  A  FEIXT  IX  THE   LEAD 

Vorhand  holds  9,  7*;  7^;  0,  8^;  Ace,  K,  J,  8,  74. 

Mittelhand  holds  K,  Q,  84^;  K,  J4^;  Ace,  K,  J,  g^;  g^. 

Hinterhand  holds  Ace,  lo^i;  Ace,  10,  Q,  g,  S^;  loff; 
10,  04. 

In  Skat:  J4t,  7^. 

Mittelhand  bids  10;  Vorhand  retains,  and  Mittelhand 
passes.  Hinterhand  bids  12  (for  a  spade  Solo  ''without 
4"),  and  Vorhand  still  holds  the  bid.  Hinterhand  "pro- 
vokes "  Vorhand  to  16,  and  then  passes. 

If  the  game  is  worth  anything  it  is  worth  55,  without 
taking  into  account  the  dangers  of  the  Skat.  If  JJ|k  is  in 
the  Skat,  or  J^,  the  game  is  worth  22.  Hinterhand  should 
not  have  bid  imless  he  had  the  courage  of  his  convictions. 
His  is  a  common  fault  with  the  "provoker"  who  is  tim- 
orous.    At  the  resolute  bidding  of  Vorhand,  thinking  the 


GAME  XIX  143 

Matadors  and  a  strong  hand  were  against  him,  Hinterhand 
withdrew  from  the  field  and  permitted  his  adversary  to 
name  the  game.  He  neglected  to  note  the  fact  that  the 
more  Matadors  in  Opponent's  hand  the  safer  his  count, 
and  that  he  held  high  counting  cards  in  two  plain  suits. 
Vorhand  bids  without  hesitation,  boldly  and  confidently, 
intimating  he  had  a  great  game  and  would  go  higher  and 
higher,  that  he  may  discourage  Hinterhand  before  he 
reaches  20,  the  limit  of  Vorhand 's  holding.  He  succeeds 
in  his  attempt  and  names  Nullo  as  the  game.  (In  Nullo 
there  are  four  suits  of  eight  cards  each,  the  Knaves  and 
Tens  taking  rank  below  the  Queens.) 

Vorhand 's  position  is  considered  the  least  advantageous 
one  of  the  three,  Hinterhand' s  the  most  desirable  for  a 
Nullo  maker.  Vorhand's  diamonds  are  safe;  the  spade 
stiit  also  is  safe.  If  clubs  are  led  to  his  hand,  or  even 
through  it,  he  need  not  take  a  trick.  His  Q^  is  the  only 
dangerous  card. 

A  singleton  seven  is  never  led  by  a  Nullo  maker,  but  a 
singleton  eight  is  a  good  play.  One  of  the  pointers  in 
Skat  is:  ''  Never  return  a  Nullo  maker's  lead  unless  he  is 
suspected  of  a  feint."  His  best  chance  for  getting  a  discard 
of  Q^  on  a  spade  trick,  therefore,  is  to  lead  the  8^.  Un- 
less one  player  is  blank  of  the  suit  and  the  other  has  the 
seven  he  will  not  win  the  trick.  Moreover,  the  winner  of  the 
trick  will  consider  it  a  singleton  and  not  return  the  lead. 

V.      M.       H. 

Mittelhand  plays  Jack,  to  give  partner  the  opportunity 
of  capturing  the  trick  with  Queen,  thus  placing  Player  in 
the  middle  at  second  trick. 


144  SKAT 

If  Mittelhand  had  suspected  a  "feint  in  the  lead"  and 
returned  the  nine,  Vorhand  would  have  been  defeated. 
Had  Hinterhand  held  the  Queen  he  would  have  played 
it.     Thus,  Mittelhand  thinks  0^  is  in  the  Skat. 

Mittelhand  leads  his  singleton  diamond,  a  correct  lead 
for  an  Opponent  in  a  Nullo  game,  whatever  the  denomi- 
nation of  the  card. 

V.        M.        H. 

The  spades  in  Hinterhand 's  hand  are  too  long  to  ven- 
ture, the  cards  of  his  short  suit  both  high.  He  returns  his 
partner's  lead,  though  it  is  a  high  card. 

V.       M.        H. 
!♦     K^     Q± 

Mittelhand  discards  from  his  shortest  suit  to  inform 
partner.  As  there  is  nothing  better  to  do  with  his  holding. 
Hinterhand  plays  the  spade.    With  two  cards  in  sequence, 

he  plays  the  higher. 

V.        M.         H. 

Still  fearing  the  heart  lead,  Mittelhand  tries  his  low  club. 
V.         M.       H. 

q4^     sJh    io» 

Unfortunately  the  lead  is  with  Hinterhand  again.  All 
the  remaining  tricks  are  his,  but  the  cards  must  be  played 
to  a  finish.  Had  Mittelhand  possessed  more  perspicacity 
he  would  have  returned  Vorhand's  heart  and  defeated  him 
before  he  secured  the  discard  of  the  Queen. 


GAME   XIX  145 

V.       M.        H. 
74b     KJf^     A^ 
QV     A^    _84 

As  Mittelhand  notes  the  fall  of  Q^  he  realizes  his 
blunder,  but  the  opportunity  has  passed. 

V.         M.        H. 
A^      K^     A^ 

K^      9V      0^ 

?♦    Q*   ]o^ 

Vorhand  wins  his  game,  not  having  taken  a  trick,  and 
scores  plus  20. 

If  at  trick  5,  Hinterhand  realizing  if  lo^li  wins,  all  the 
remaining  tricks  will  be  his,  had  played  Ace  and  returned 
the  Ten,  Vorhand  could  have  been  defeated  even  then.  For 
thus  far  he  has  had  no  opportunity  for  a  discard,  and  the 
Q^  is  still  menacing  his  success. 

V.        M.       H. 
94^      84k     A^ 

74b    K4ii  lo^i 

Mittelhand  having  the  winning  club  is  compelled  to 
lead  the  heart,  and  thus  defeats  Vorhand  by  accident,  not 
bv  clever  play, 

V.        M.        H. 

Of      9V      A4b 

The  game  is  concluded  when  a  Nullo  maker  takes  a 
trick,  and  is  not  played  to  a  finish.  Vorhand  is  defeated 
and  scores  minus  20. 

10 


146  SKAT 

GAME  XX 

A  NULLO  GAME  FOR  HIXTERHAND 

Vorhand  has  K,  Q,  J,  g^i;  lo^;  Ace,  K,  Q,  8,  74. 
Mittelhand  has  AJf^;  K,  Q,  J,  g^^;  K,  Qf|f ;  J,  10,  g^. 
Hinterhand  has  10,  8,  74I1;  Ace,  10,  8,  y^;  g,  8,  7^. 

In  Skat:  Ace  and  J^. 

Trusting  to  the  length  of  the  spade  stiit,  to  his  position 
of  Hinterhand,  and  to  the  missing  suit,  Hinterhand  bids  for 
a  Ntdlo. 

Vorhand  leads  his  singleton  heart,  and  the  cards  play 
themselves  thus: 


V. 

M. 

H. 

loV 

KV 

9V 

K* 

Q¥ 

8V 

0* 

A* 

10* 

Mittelhand  now  leads  his  singleton  club  and  then  tries 
a  round  of  spades.  According  to  Sir  William  Pole's  ''law 
of  probabihties "  as  applied  to  whist  (but  which  mav  be 
equally  well  applied  to  other  card  games),  as  Mittelhand  is 
long  in  the  spade  suit,  his  partner  may  be  short  in  it.  It 
would  not  be  a  very  good  rule  to  follow  invariably,  for 
Player  might  be  the  one  who  was  short ;  but  if  one  lead 
does  not  show  good  results,  Mittelhand  may  try  the 
diamond.  The  result  shows  it  was  a  fortunate  guess,  as 
one  diamond  lead  would  have  given  the  game  to  Hinter- 
hand. 

V.      M.       H. 
J*    ^    104 


GAME   XXI  147 

Finding  his  partner  without  any,  if  there  is  not  one  in 
Skat  he  can  defeat  Hinterhand,  and  he  continues  thus: 

V.      M.        H. 

K4      94     A^ 

Hinterhand,  winning  the  spade  trick,  loses  his  game 
and  scores  minus  20. 


GAME  XXI 
A  GRANDO  GAME,  "WITHOUT  THREE" 
Vorhand  has  J^;  AJf^;  Ace,  10,  8^;  Ace,  10,  g^;  10, 

Mittelhand  has  J4k;  10,  SJf^;  K,  9,  7^^;  8,  7^;  Ace,  8^. 
Hinterhand  has  J,  K,  9,  74^;  Q^]  K,  Q^;  Q,  9,  7^. 

InSkaf.JV,  0*. 

Mittelhand  bids  for  a  Gucki  NuUo,  worth  15.  Vorhand 
retains  to  15.  Mittelhand  passes.  Hinterhand  passes. 
Vorhand  names  the  game  a  Solo  Grando.  He  is  protected 
in  every  suit,  and  is  thus  justified  in  leading  his  losing 
Matador. 

V.        M.       H. 

J  ♦      J ♦     Jifr  ="  6  for  Opponent . 

Hinterhand  leads  the  middle  card  of  his  best  suit. 

V.         M.        H. 

A4I1      84I1      94k  =11  for  Player. 


148  SKAT 

Having  a  Matador  against  him,  Vorhand  leads  his 
winning  cards  to  make  his  game  before  Hinterhand  gets 
the  lead  to  make  his  clubs,  as  Vorhand 's  protection  in 
clubs  is  gone  thus  early  in  the  game. 

V.        M.       H. 

A^      7^     04k  =  25  for  Player. 
Ay      7^     0^  =  39  for  Player. 

The  play  from  Hinterhand 's  cards  being  identical  on 
each  suit,  Player  must  trust  to  chance,  his  own  holding 
in  each  suit  being  virtually  the  same. 

V.         M.       H. 
104^      94^      7^  =  49  for  Player. 

He  presumes  Hinterhand  has  not  the  missing  Knave, 
and  continues  with  the  heart. 

V.         M.       H. 
loy      8^     Ky  =  63  for  Player. 

Vorhand  has  won  the  game,  but  now  he  hopes  for  a 
Schneider,  and  continues  with  the  spade,  that  Hinterhand 
may  not  get  the  lead  and  make  his  clubs,  and  that  the 
diamond  may  come  to  him,  that  he  may  make  his  Ten. 

V.         M.        H. 
84^     K^     04  =  13  for  Opponent. 

Mittelhand,  however,  has  the  winning  club  and  leads  it. 

V.        M.        H. 

9^    104^     K4k  =  27  for  Opponent. 
K^     A^      9^  =  42  for  Opponent. 
10^      8^      7J|i==73  for  Player. 
In  Skat,  5,  =  78  for  Player. 


GAME   XXII  149 

Vorhand  has  *'  without  3"  in  hand,  but  as  J^  is  in 
his  Skat,  he  is  "without  2."  Game  i,  =  3;  Grando,  20. 
20X3  =  60. 

GAME  XXII 
A  DIFFERENT  DISTRIBUTION 

In  Game  XXI  Vorhand's  cards  appeared  invincible, 
but  if  the  cards  had  been  differently  distributed,  the  result 
would  have  been  disappointing. 

If  Mittelhand  had  held  g^k;  g^;  K,  Q,  8,  7^;  Q,  g,  8, 

If  Hinterhand  had  held  J4k;  J^;  10,  K,  Q,  8,  74^;  K, 
Q^',  A^,  with  ]^  and  7^^  in  the  Skat,  no  method  of  play 
by  Vorhand  would  have  won  his  game. 

In  this  case,  Mittelhand  commences  the  bidding,  holding 
a  Nullo  hand.  Vorhand  retains  the  bid  to  20,  when  Mit- 
telhand passes.  Hinterhand  tries  for  a  club  Solo,  valuing 
his  hand  "with  i,"  game  i,  Schneider  i,  =  3,  times  a  club 
Solo,  1 2,  =  36.  Vorhand  values  his  hand  ''without  3,"  game 
I,  =  4,  4  times  a  Grando  X2o  =  8o.  Hinterhand  bids  to  36, 
Vorhand  retaining,  and  Hinterhand  passes.  Vorhand 
names  his  game,  and  leads  as  before.  Mittelhand  stop- 
ping at  20  proclaims  his  game  as  Nullo,  and  warns  Vor- 
hand the  strength  is  in  Hinterhand 's  cards. 

V.       M.        H. 

J^     K^      jy  =  8  points  for  Opponent. 

Mittelhand  swarms  on  J^,  as  is  usual  on  red  Jack  led 
by  Player,  and  Hinterhand  leads  from  his  long  suit  to  call 
the  Ace. 


150  SKAT 

H. 

K^i  =  15  for  Player. 
04^  =  29  for  Player. 
1^4^  =  43  for  Player. 
_Jiji  =  2i  for  Opponent. 
ioj|i  =  34  for  Opponent. 
04^  =  40  for  Opponent. 
84^  =  50  for  Opponent. 
74^  =  54  for  Opponent. 
A^  =  75  for  Opponent. 
Two  in  Skat,  =  45  for  Player. 

Even  though  Vorhand  does  not  lead  his  losing  Mata- 
dor, but  forces  the  others  with  his  high  counting  cards, 
the  result  is  the  same.    Thus: 

V.       M.       H. 
A4b      9^     Q4k  =  1 4  for  Player. 
104^      gjpi     K4k  =  28  for  Player. 

As  Vorhand  does  not  w4sh  Hinterhand  to  get  another 
discard,  he  discontinues  the  spade  suit,  and  commences 
the  heart. 


V. 

M. 

A* 
A* 

AV 

9Jh 
9* 

8¥ 

84 

ov 

9V 

04 

loV 

94 

Kf 

84 

10^ 

7<f 

V. 

M. 

H. 

A¥ 

7V 

J^  =  i3  for  Opponent. 

A* 

74 

KJlt  =  43  for  Player. 

«♦ 

Q4 

A^  =  3i  for  Opponent. 

!♦ 

ov 

JJ|fc  =  38  for  Opponent. 

Two  in  Skat,  =45  for  Player. 

Hinterhand,  thinking  if  Vorhand  held  both  Matadors, 
he  would  lead  one  to  force  J4b,  is  assured  one  of  them  is  in 


GAME   XXIII  151 

the  Skat,  and  therefore  leads  to  capture  the  one  in  Vor- 
hand's  hand.  He  then  continues  with  his  clubs  and  cap- 
tures all  the  remaining  tricks,  and  Vorhand  loses  with  45 
points. 

GAME  XXIII 

fflNTERHAND  AS  TRUMPMAKER 

In  the  preceding  game  had  Vorhand  left  the  bid  with 
Hinterhand,  who  wished  to  play  a  club  Solo,  Hinterhand 
would  have  won  his  game,  as  follows: 

H. 

Q^  =  14  for  Opponent. 
K4J^  =  32  for  Opponent. 
10411  =  24  for  Player. 

J4^  =  28  for  Player. 

jy  =  41  for  Player. 

74^  =  41  for  Player. 
Kj|i  =  45  for  Player. 
Q4^  =  58  for  Player. 

84^  =  62  for  Player. 
A^  =  86  for  Player. 
Two  in  Skat,  =88  for  Player. 

The  Matador  in  the  Skat  increases  Hinterhand 's  count, 
as  the  bid  is  ''with.''  He  is  ''with  3,"  game  i,  =  4,  times 
12  =  48  plus. 


V. 

M. 

A4 

9* 

-♦ 

KV 

AV 

Q¥ 

J4 

94b 

A* 

7V 

»♦ 

8V 

9V 

?♦ 

loV 

«♦ 

K4 

94 

104 

0^ 

152  SKAT 


GAME  XXIV 
MITTELHAND  AS  TRUMPMAKER 


In  Game  XXIII  if  Mittelhand  had  been  as  rash  a  bidder 

as  Vorhand,  he  would  have  tried  for  a  Nullo  Ouvert,  in 

which  case,  had  he  held 

the  bid,  the  game  would  have 

been  played  thus: 

V. 

M. 

H. 

AV 

KV 

JV 

loV 

8V 

K4 

9¥ 

7V 

Q4 

«♦ 

94 

A4 

Mittelhand  wins  the  trick  and  scores  minus  40. 

Had  it  been  a  Solo  Nullo,  it  would  have  been  easily 

won.    The  lead  of  an  Opponent 

in  Nullo  is  a  singleton. 

V. 

M. 

H. 

A* 

94» 

K* 

»♦ 

94 

K^ 

K^ 

Q# 

A4 

AV 

KV 

J¥ 

xoV 

8V 

04 

9V 

7V 

Q* 

A* 

QV 

J4k 

^°4k 

94 

10* 

J^ 

«♦ 

8* 

104 

?♦ 

7* 

Mittelhand  wins  his  game,  plus  20.    There  is  occasion- 
ally a  deal  where  every  hand  has  possibilities,  as  in  the 


GAME   XXV  153 

above.  Vorhand's  cards  would  be  selected  as  the  best  of 
the  three,  by  the  majority  of  players,  yet  its  success  de- 
pends on  the  distribution  of  the  other  22  cards. 


GAME  XXV 
A  TOURNEE  DIAMOND  (FOR  HINTERHAND) 

Vorhand  has  J^t;  K,  9,  7^^;  10,  Q,  S^f^;  Ace,  7^ ;  K^. 

MittelhandhasJ4k;  10,  Q,  8^1;  K,  74b;0,9V'  io»  Q^- 

Hinterhand  has  J^ ;  J^;  Ace,  g^;  10,  K,  8^ ;  Ace, 
0,8^. 

In  Skat:  AJf^,  7^. 

Mittelhand  passes.  Hinterhand  having  a  Toumee  raake, 
by  the  ''rule  of  4"  {i.e.,  4  in  Aces  and  Jacks),  and  pro- 
tected in  3  suits,  bids  10.  Vorhand  retains.  Hinterhand 
bids  12.     Vorhand  passes. 

Hinterhand  following  a  superstition,  turns  the  lower 
card,  which  proves  to  be  the  diamond.  He  discards  10^ 
and  Q^. 

In  a  Tournee  make,  Vorhand  should  lead  a  singleton 
or,  lacking  it,  his  shortest  suit,  if  Player  is  Hinterhand. 
The  rule,  "Long  road — short  suit,  short  road — long  suit," 
applies  only  to  Tournee  makes.  Therefore  Vorhand  should 
lead  short  suits  (''long  road"  to  Player),  and  Mittelhand 
should  lead  his  long  suits  ("short  road"  to  Player),  that 
the  partners  may  capture  tricks  by  high  cards  of  one  suit 
and  trumping  high  cards  of  Player's  suit,  at  the  same 
time  informing  one  another  of  the  holding  of  each. 

It  is  generally  trick-losing  to  commence  with  an  Ace 
or  Ten  suit  when  Player  has   had  a  discard.     Vorhand's 


154  SKAT 

singleton  is  a  trump,  his  short  suit  has  an  Ace,  and  he  is 
reduced  to  Hobson's  choice,  the  middle  card  of  his  club  suit. 

V.       M.        H. 

94k      84k     AJf^  =  11  points  for  Player. 
K^      g^      jy  =  17  points  for  Player. 

Vorhand  will  not  cover  a  red  Jack  on  the  first  lead, 
holding  best  Matador;  the  trick  is  not  sufficiently  valuable 
for  Mittelhand  to  capture,  and  his  Ten  is  protected  by 
J^k-     Player  leads  another  Matador. 

V.       M.        H. 

Jdjk    10^      J^  =  14  points  for  Opponent. 

Had  Player  held  two  clubs,  he  would  not  have  played 
Ace  on  a  valueless  trick,  therefore  Vorhand  changes  the 
suit  and  leads  from  the  spades. 

V.       M.        H. 

04     K4     A^  =  33  fo^  Player. 

Mittelhand  makes  the  trick  valuable  in  order  to  call 

Player's  Ace,  if  he  should  hold  more  than  one  in  the  suit, 
to  save  Vorhand's  Ten.  Player  must  draw  the  last  trump, 
Vorhand  swarms,  and  Mittelhand,  having  the  lead,  places 
Hinterhand  in  position  of  second  player. 

V.       M.        H. 
^o^      ]^      7^  =  26  for  Opponents. 

Vorhand  has  neither  led  nor  discarded  a  heart.  Had 
he  held  Ten,  he  would  have  swarmed  it  instead  of  lo^^ 
which  is  well  protected.  The  inference  is,  he  holds  the 
Ace.     Mittelhand  leads  the  suit. 


GAME   XXVI  155 

V.       M.       H. 

7^     QV      Sy  =  29  for  Opponent. 
Ay      9^     K^  =  44  for  Opponent. 

As  there  are  three  unplayed  trumps,  Vorhand^s  lead  is 
immaterial.    66  for  Player, — 10  in  Skat,  =  76  for  Player. 

Tournee  diamonds ,  S ,  ' '  without  2 , "  game  i ,  =  3 .  3X5  = 
15  plus  for  Hinterhand. 

Had  there  been  a  Knave  in  the  Skat,  he  would  have 
been  ''with  i"  or  "without  i,"  game  i,  =  2,  times  5  =  10. 
In  that  case  he  would  have  "overbid"  his  hand,  as  he  bid 
12.  His  loss  would  have  been  the  next  higher  multiple  of 
the  diamond,  i.e.,  15.  His  score  would  have  been  minus 
15,  although  he  made  61  points.  Bidding  "without" 
more  than  i,  is  a  dangerous  habit  to  cultivate. 


GAME  XXVI 
A  TOURNEE  CLUB 

In  the  preceding  game,  had  Hinterhand  turned  the 
club  instead  of  the  diamond,  he  could  have  "resigned"  for 
fear  of  a  Schneider  or  tried  a  Passt-Mir-Nicht.  He  may, 
however,  have  thought  by  saving  a  Ten  in  the  Skat  and 
making  his  Aces  good,  he  could  save  his  game.  He  discards 
to  the  Skat  his  10^  and  8^ . 

Vorhand  leads  his  singleton  diamond.  Hinterhand  has 
so  long  a  suit  he  fears  the  second  round  will  be  trumped,  as  he 
suspects  the  King  to  be  a  singleton.     Therefore  he  plays  Ace. 

V.       M.       H. 
K^      g^     A^  =  15  points  for  Player. 


156  SKAT 

Hinterhand  leads  K^  that  Opponents  may  suspect  he 
holds  Ten  and  may  hold  up  the  Ace. 

V.       M.        H. 

7¥      9  V    iESf  =  19  fo^  Player. 

As  the  leal  is  embarrassing,  he  retttms  the  diamond 
to  throw  the  lead.     Vorhand  swarms  his  ^o^, 

V.        M.        H. 
10^     10^      7^  =  20  for  Opponent. 

Mittelhand  leads  a  heart  that  his  partner  may  catch 
Hinterhand's  Ten,  but  is  disappointed. 

V.        M.        H. 
Af     Of     A^  =  44  for  Player. 

If  the    s :  j^^  ir   is  not  trumped,  Hinterhand,  ha\ing  put 
'-r.    ":'.'.  have  enough  for  his  game. 

H. 
A^=55  for  Player. 

0^  =31  for  Opponent. 
94  =34  for  Opponent. 
J  ^  =  38  for  Opponent. 
J  f  =  -1 5  for  Opponent. 
8^  =  55  for  Opponent. 

Vorhand  knows  Hinterhand  has  55  points.  If  he  gives 
him  the  trick  it  will  make  60.  But  if  partner  has  lo^kf 
and  he  has  lof  in  hand  not  in  Skat,  he  is  defeated. 
Therefore  he  takes  the  trick.  However,  the  Ten  in  Skat 
saves  Player's  game. 

Hinterhand  has  "without  2,'*  game  i,  =  3,  times  8 
(Toumfe  club)  =  24  plus. 


poir.:; 

:    1 '-'-    ^ 

V. 

M. 

«♦ 

:♦ 

K* 

K* 

Q4 

8* 

7* 

■!♦ 

J* 

0* 

9« 

10* 

GAME   XXVII  157 

GAME  XXVII 

A  TOURNEE  FOR  VORHAND 

Vorhand  has  J^  ;  lojft  5  Ace,  7^  ;  10,  K,  8^  ;  Ace, 
9,84. 

Mittelhand  has  JJft  '>  JV  ;  Ace,  8Jft ;  K,  Q,  g^  ;  Ace, 

Hinterhand  has  J^^l  K,  Q,  9,  7^1;  lo^j^ ;  Q^;  10,  K, 

7^. 

In  Skat:  g^,  8^. 

Mittelhand  having  two  Matadors,  two  Aces,  and  being 
protected  in  3  suits,  bids  10  for  a  Toumee.  Vorhand,  hav- 
ing but  one  Matador,  but  assured  of  saving  20  points  in 
Skat,  having  two  Aces  and  protection  in  3  suits,  retains 
the  bid.  Mittelhand  bids  12.  Vorhand  retains.  Mittel- 
hand, fearing  a  diamond  turn,  passes.  Hinterhand  passes. 
Vorhand  turns  the  8^,     He  discards  the  10 J^  and  lo^. 

To  lead  King  of  a  suit  to  force  Ace  is  a  common  lead. 
To  discard  Ten  to  the  Skat  and  lead  King  is  also  a  well- 
known  play.  Opponent  must  judge  which  is  the  case, 
when  Player  leads  King.  In  this  hand  the  play  of  the 
Ace  on  K^  led,  or  the  holding  up  of  Ace,  suspecting  the 
presence  of  Ten  in  Vorhand's  hand,  decides  the  game  for  or 
against  Vorhand. 

V.        M.       H. 
Ky      7^     Q^  =  7  points  for  Player. 

Mittelhand  holds  up  his  Ace  to  catch  Vorhand's  Ten. 

V.       M.      H. 

9^     Ay    10^  =  21  for  Opponent. 


158  SKAT 

Mittelhand  follows  the  rule,  ''Long  road,  short  suit," 
and  leads  his  singleton  diamond. 

V.        M.        H. 

A4     Q^      7^  =  21  for  Player. 

A  trump  lead  will  be  disastrous  for  Vorhand,  and  the 
heart  will  give  one  Opponent  a  swarm,  and  the  other  a 
chance  to  trump.  Therefore  he  must  lead  a  diamond, 
although  it  will  place  him  as  second  player  at  the  next 
trick. 

V.        M.        H. 

8^      8Jf^     K^  =  25  for  Opponent. 

Mittelhand,  having  long  trumps,  expects  to  make  his 
A4I1  after  trumps  are  exhausted,  and  avails  himself  of  the 
opportunity  to  rid  his  hand  of  the  only  losing  card.  Had 
he  swarmed  the  A^li,  Vorhand  would  have  lost  the  game. 
The  Opponents  now  have  Player  in  the  disadvantageous 
position  of  second  player,  but  Hinterhand  has  no  other  dia- 
mond to  lead,  and  is  compelled  to  lead  the  clubs,  which 
is  also  correct  according  to  the  Toumee  rule,  "Short  road, 
long  suit";  also  the  club  discard  means  he  has  trumps,  or 
he  would  have  swarmed  suit  cards. 

V.        M.        H. 

A4     A4b     Q4t  =  46  for  Player. 

With  the  20  points  in  Skat,  Vorhand  has  won  the  game, 
and  the  Opponents  take  the  remainder  of  the  tricks. 
"Without  3,"  game  i,  =  4,  times  Toumee  spade,  7,  =  28 
plus  for  Vorhand. 

Had  Mittelhand  played  A^  on  first  trick,  Vorhand 
might  have  been  defeated  by  the  following  play: 


GAME   XXVII  159 

V.       M.      H. 

K^     A5|^    0 V  =  i8  for  Opponent. 
A^     Q4     K^  =  i8  for  Player. 

Hinterhand  plays  King  to  increase  the  value  of  the 
trick,  that  Vorhand  may  play  Ace,  and  thus  clear  the  way 
for  Hinterhand's  Ten.     Vorhand  leads  a  winning  heart. 

V.       M.        H. 

9^      7^    io4j^  =  28  for  Opponent. 

He  saves  his  Ten  of  trumps  and  places  Vorhand  in  the 
middle  again.  Hinterhand  leads  his  winning  diamond.  If 
two  diamonds  are  in  Skat,  Mittelhand  can  overtrump, 
swarm,  or  discard. 

V.       M.       H. 

8^     AJf^    10^  =  49  for  Opponent. 

As  Opponents  have  but  11  more  points  to  make,  and 
Mittelhand  holds  such  strength  in  trumps,  he  can  afford 
to  swarm  AJf^. 

Hinterhand  must  now  lead  from  his  long  suit. 

H. 

04^  =  32  for  Player. 
7^  =  53  for  Opponent. 
J^  =  57  for  Opponent. 
K4t  =  63  for  Opponent. 
74fc  =  34  ioT  Player. 
94^  =  66  for  Opponent. 

20  in  Skat,  =  54  for  Player. 
Vorhand  scores  minus  28. 


V. 

M. 

A* 

84k 

9^ 

K* 

7* 

J* 

«♦ 

JV 

!♦ 

94 

8¥ 

04 

160  SKAT 


GAME  XXYIII 
FRAGE,  THE  SIMPLE  GAME 

American  Skat  players  may  meet  German  players 
who  play  the  "simple  game,"  called  Frage.  Since  the 
Gucki  games  have  come  into  vogue,  it  has  been  slighted, 
but  there  are  always  some  who  dislike  innovations  and 
still  cling  to  this  old  game. 

Frage  was  the  original  game,  with  a  slight  difference: 
12  cards  were  given  the  dealer,  from  which  he  selected  the 
trump  suit,  and  discarded  two,  thus  creating  a  Skat.  Un- 
guarded Tens  were  frequently  chosen  for  these  discards, 
thus  the  value  of  saved  points  was  a  ''guarded  treasure," 
presumably  the  origin  of  the  word  Skat. 

Player  may  not  have  cards  strictly  conformable  to  the 
"  Rule  of  4"  for  a  Toumee  make,  but  can  venture  on  a 
Frage,  with  its  choice  of  four  suits  and  the  advantage  of 
two  discards. 

In  the  following  game: 

VorhandhadJJ|t;JV;  Q*;  104^;  io,K,7V;  10,0,84. 

Mittelhandhad  J4b;  Ace,  7^1;  Q,  8,  7^^;  0,8^;  Ace,94. 

Hinterhand  had  J^;  K,  9, 8^1;  Ace,  K,  9^;  9^ ;  K,  7^. 

In  Skat:  A^,  lojf^. 

There  is  no  bid,  and  Vorhand  may  name  the  game 
without  bidding.  He  may  try  a  Tournee,  a  Frage,  or  de- 
clare Ramsch.  He  decides  for  Frage  and  takes  both  Skat 
cards  into  his  hand  without  showing  them.  In  the  modem 
game,  such  a  proceeding  indicates  Player's  intention  of 
playing  Gucki  Grand.  It  is  essential  to  harmony  that  a 
perfect  understanding  is  reached  before  the  deal.     If  Frage 


GAME   XXVIII  161 

is  permitted,  it  must  be  stated  previous  to  the  commence- 
ment of  the  game. 

Vorhand  names  hearts  as  the  trump  suit,  and  places 
io4i  and  10^  in  the  Skat. 

Having  the  high  counting  cards  in  trumps,  he  can  lead 
low  to  call  the  Knaves,  without  loss. 

V.       M.       H. 

7V     OV     J^  =  5  for  Opponent. 

Hinterhand  plays  J^  to  show  partner  he  is  short  in 
trumps  and  to  place  Player  at  second  hand  in  the  next 
round. 

The  "short  road,  long  suit"  rule  must  be  disregarded, 
as  Hinterhand  holds  tenace  in  it,  and  may  be  able  to  cap- 
ture two  tricks  in  it,  if  led  to  him.  He  leads  an  interme- 
diate card. 

V.       M.       H. 
04^     A4I1      gjf^  =  ig  for  Opponent. 

As  it  is  his  partner's  lead,  Mittelhand  plays  Ace, 
whereas  if  it  had  been  Player's  lead,  he  would  have  held 
up  Ace,  unless  Ten  had  fallen.  He  returns  his  partner's 
lead,  which  Vorhand  trumps,  and  leads  trumps. 

V.       M.        H. 

Ay      74i     Kd(i=  15  for  Player. 
JV      J4      9^  =  23  for  Opponent. 

Thinking  Hinterhand  may  be  able  to  swarm  a  plain 
suit  card,   Mittelhand  covers  the   Matador  and  leads  the 
middle  card  of  his  spade  suit.    As  Vorhand  has  renounced 
11 


162  SKAT 

clubs,  Hinterhand  does  not  suspect   him   to   be  void  of 
another  suit,  and  plays  Ace,  which  is  also  trumped. 

V.       M.        H. 

ipy      S^     A^  =  3 6  for  Player. 

To  Opponents,  Player  has  36  points,  but  he  knows  him- 
self to  possess  56  points,  as  he  placed  20  in  Skat.  With  his 
two  remaining  trumps  he  holds  6  points,  making  62,  his 
game.  He  draws  the  last  trump,  and  then  leads  the  inter- 
mediate card  of  his  diamond  suit. 

V.        M.        H. 

]4^      8V      84^  =  38  for  Player. 
Q^      9^     KA  =  3o  for  Opponent, 

Hinterhand  knowing  Vorhand  trumps  spades,  leads 
King,  that  the  last  trump  may  be  forced  from  his  hand 
before  a  second  diamond  lead,  that  the  two  last  tricks 
may  be  taken  by  Opponents. 

V.  M.  H. 

Ky  74^  K4  =  46  for  Player. 

8^  A^  7^  =  41  for  Opponent. 

10^  Qi^  9^  =  54  for  Opponent. 

In  Skat,  20  points,  =  66  for  Player. 

The  value  of  the  game  is:  ''  With  i ,"  game  i ,  =  2.  Heart 
Frage  is  2 .  2X2=4  plus  for  Vorhand.  It  would  have  been 
quite  as  profitable  to  have  declared  Ramsch.  Had  he  done 
so,  the  game  might  have  been  played  as  follows: 


GAME   XXIX  163 

GAME  XXIX 

RAMSCH 

Vorhand  leads  a  red  Jack,  a  proper  lead  in  Ramsch. 
(In  Ramsch,  Jacks  onl}^  are  trumps;  cards  rank  as  in 
Gran  do;  there  is  no  partnership;  the  player  taking  the 
highest  aggregate  of  points  is  scored  minus  20.  There  are 
no  multiplicands  nor  multipliers  in  Ramsch.) 

V.       M.        H. 

J V     2^     J4  =  6  for  Mittelhand. 

Mittelhand  leads  the  highest  of  his  shortest  suit,  on 
which  Vorhand  plays  the  intermediate  card.  Vorhand  then 
leads  a  singleton. 

V.       M.       H. 

Ky     Q  V      9^  =  7  for  Vorhand. 
04k     A^j     K4k  =  24  for  Mittelhand. 

As  Mittelhand  has  but  two  in  suit,  it  is  the  safer  to  play 
Ace  the  first  round.  He  holds  small  cards  in  clubs  and 
hearts,  and  leads  an  intermediate  card  of  his  spade  suit, 
on  which  Hinterhand  plays  an  intermediate  card,  and 
Vorhand  is  compelled  to  take  the  trick.  Vorhand  con- 
siders the  diamond  lead  the  safer  of  the  two. 

V.       M.        H. 

10^      8^     K^  =  21  for  Vorhand. 
Q^     A>     K^=42  for  Mittelhand. 

Mittelhand  plays  Ace  for  the  same  reason  as  before, 
leads  Q^  to  throw  the  lead  to  the  holder  of  Ace,  and 
Vorhand  trumps,  as  the  trick  is  of  small  value. 


164  SKAT 

V.       M.       H. 

X*     04      9^  =  26  for  Vorhand. 

There  are  two  hearts  still  unplayed,  Ace  and  eight; 
two  diamonds,  nine  and  seven.  The  Skat  cards  are  un- 
known. Mittelhand's  lead  of  Q^  may  have  signified  it 
was  a  singleton,  or  the  best  of  2,  or  the  middle  card  of  3, 
in  which  latter  case,  he  must  still  hold  Ace  and  eight. 
Mittlehand's  play  of  A^,  second  hand,  showed  he  was 
short  in  the  suit,  2  or  no  more,  not  3.  Therefore  he  cannot 
have  both  nine  and  seven.  If  A^  is  with  Hinterhand  he 
has  also  eight,  or  he  would  have  played  it  oil  first  lead  of 
the  suit.  In  Ramsch,  it  is  more  difficult  to  place  the  cards 
than  in  any  other  game;  as  there  is  no  partnership,  the 
players  are  not  seeking  to  convey  information,  but  to  sup- 
press it.     Vorhand  decides  the  diamond  is  the  safer  lead. 

H. 

7^  =  Mittelhand,  as  above. 
84^=10  for  Hinterhand. 
9iji==2o  for  Hinterhand. 
A4j^  =  3i  for  Hinterhand. 

Cards  in  Skat  belong  to  the  winner  of  the  last  trick  in 
Ramsch. 

20  in  Skat,  =  52  for  Hinterhand. 

At  trick  7  Hinterhand's  prospects  were  favorable,  but 
he  lost  the  game  by  being  compelled  to  take  the  last  trick. 
To  avoid  this  position,  Mittelhand  kept  his  losing  cards, 
that  he  might  throw  the  lead  at  the  close  of  the  game. 
Hinterhand  having  the  highest  number  of  points  in  his 
tricks  is  scored  minus  20.     There  is  no  winner  in  Ramsch. 

At  trick   7,   had  Vorhand  led  the  heart,   Mittelhand 


V. 

M. 

«♦ 

9f 

loV 

74> 

lO^ 

8¥ 

7V 

74 

V. 

M. 

7¥ 

8V 

10^ 

74b 

84 

94 

loV 

74 

GAME   XXIX  165 

would  have  been  the   loser,  as   Hinterhand  would  have 
been  enabled  to  discard  his  A^l^  thus: 

H. 

A4J^  =  S3  for  Mittelhand. 

8|ji  =  io  for  Hinterhand. 

7^  =  53  for  Mittelhand. 

941  =  63  for  Mittelhand. 
In  Skat  20,  =  83  for  Mittelhand. 
Mittelhand  scores  minus  20. 

With  Skat  players  of  the  past,  the  player  who  has  the 
highest  score  is  the  target  for  the  other  players.  Could 
Vorhand  have  read  the  cards  exactly,  if  Hinterhand  had 
the  highest  score  Vorhand  would  have  led  the  diamond 
to  cause  Hinterhand  to  lose  the  game ;  if  Mittelhand  had 
the  highest  score  Vorhand  would  have  led  the  heart  to 
give  Mittelhand  the  minus  score. 

If  Vorhand  had  known  the  Skat  cards,  he  might  have 
made  the  game  Gucki  Grand,  and  won  the  game  with  a 
score  of  32  plus. 


GAME  XXX 

A  GUCKI  GRAND  FOR  MITTELHAND 

Gucki  Grando  (or  Guckser)  is  a  new  invention  in  the 
Skat  world,  introduced  by  players  who  were  desirous  of 
playing  a  Grando  but  who  had  losing  Tens  that  would 
increase  the  Opponent's  count.  If  they  could  be  placed  in 
the  Skat  they  would,  on  the  contrary,  increase  Player's 
count.     For  some  time  the   Nord  Amerikanischer   Skat 


166  SKAT 

Verband  refused  to  countenance  the  game.  It  is  now, 
however,  one  of  the  regularly  authorized  games  at  the 
annual  congresses. 

It  may  justly  be  considered  the  most  popular  game  of 
Skat,  although  the  most  dangerous,  for  if  lost  it  costs 
double  its  value.  This  lamentable  fact  does  not  seem  to 
abate  the  ardor  with  which  modem  players  bid  for  a 
Guckser,  possibly  in  a  majority  of  instances  an  entirely 
unwarrantable  venture. 

One  of  the  chief  mistakes  made  by  beginners  in  regard 
to  a  Gucki  Grand  is  the  idea  of  obtaining  assistance  from 
the  Skat.  The  game  was  especially  designed  to  save 
valuable  counting  cards  by  placing  them  in  the  Skat  for 
safe  keeping,  but  no  logical  Skat  player  will  play  Gucki 
Grand  with  the  expectation  of  obtaining  something  of 
value  from  the  Skat. 

Another  mustake  is  to  play  a  doubtful  Guckser,  when 
a  Toumee  or  a  Solo  offers  greater  possibilities  of  success. 
The  two-year-old  Skat  player  is  frequently  drawn  into  this 
fascinating  m^aelstrom  of  blighted  hopes. 

Vorhand  has  J^;  Ace,  K,  9,  7^;  Ace,  10,  Q,  9,  7^. 

Mittelhand  has  JJik;  J^;  Ace,  K,  Q,  8,  7^;  10,  84^; 
10^. 

HinterhandhasJ4;  10,  9^(1;  Q^^;  K^;  Ace,  K,0,9,84. 

In  Skat:  8^,7^. 

Mittelhand  bids  10.  Vorhand  counts  but  7  for  a  Solo 
heart,  still  as  he  has  only  two  suits,  giving  him  fine  chances 
for  ruffing  Aces,  he  retains  the  bid.  "Without  2"  he  can 
hold  the  bid  to  30.  Mittelhand  bids  for  a  club  Solo,  12,  or 
a  Gucki  Grando,  16,  but  to  save  his  10^  runs  the  risk  of 
a  double  loss  and  bids  to  32.     "  With  2  "  he  can  bid  to  48, 


GAME   XXX  167 

but  Vorhand  passes  at  30,  and  Hinterhand  makes  no  bid. 
Mittelhand  announces  Gucki  Gran  do,  and  finds  7^  and 
8^  in  the  Skat.  He  discards  10^  and  the  singleton  heart 
in  order  to  trump  the  heart  suit. 

Vorhand,  knowing  it  is  futile  to  lead  the  long  heart,  as 
Mittelhand  will  assuredly  trump  and  draw  his  Matador 
which  he  hopes  to  use  for  trumping  a  club  trick,  leads  his 
spade  suit  and  finds  his  partner  with  a  singleton.  Think- 
ing Mittelhand  will  not  trump  so  small  a  counting  card  as 
a  King,  and  partner  can  therefore  swarm,  and  presuming 
104^  to  have  been  discarded,  he  leads  King  and  is  more 
fortunate  than  he  dared  to  hope,  for  Hinterhand  has  also 
a  Matador,  and  trumps  Mittelhand's  Ten,  thus: 

V.        M.       H. 

A^^      84^     Q^  =  1 4  for  Opponent. 
K^k    10^      j4  =  3o  for  Opponent. 

Hinterhand  now  leads  from  his  long  suit,  as  any  other 
lead  will  deceive  partner.  Vorhand  knowing  it  impossible 
to  make  his  heart  suit,  swarms  the  Ace. 

V.       M.       H. 

A^      7^     A^  =  52  for  Opponent. 

Hinterhand  continues  the  diamond  suit.  Vorhand,  ex- 
pecting to  catch  the  Ten  of  the  suit,  trumps.  Mittelhand 
is  forced  to  trump  the  trick,  though  of  small  value,  as  a 
heart  lead  from  Vorhand  may  be  expected,  and  will  con- 
tinue indefinitely,  as  would  the  diamond  from  Hinterhand 
have  done  had  the  trumping  Matador  not  fallen.  More- 
over, he  knows  the  Opponents  have  taken  52  points  and 
need  but  8  more  to  proclaim  his  defeat. 


168  SKAT 

V.       M.       H. 

JV    Jj^    K4  =  8  for  Player. 

As  the  red  Matadors  have  been  played,  it  is  unnecessary 
to  lead  the  last  trump,  therefore  Mittelhand  leads  AJf^, 
hoping,  as  the  suit  is  so  long,  he  may  find  the  tinguarded 
Ten  in  Hinterhand's  hand. 

V.       M.        H. 

74^     AJh      94^=19  for  Player. 
10 V      ?♦   ^1041  =  72  for  Opponent. 

The  remainder  of  the  tricks  are  Mittelhand 's,  but  he  is 
already  defeated.  It  is  played  to  a  finish,  and  Player  has 
48  points.  He  is  ''with  2,"  game  i,  =  3.  Gucki  Grand, 
16X3=48.     Double,  if  lost,  =  96  minus  for  Mittelhand. 

GAME  XXXI 
A  CLUB  SOLO 

Had  Mittelhand  made  clubs  trumps  instead  of  at- 
tempting a  Guckser,  he  could  have  won  his  game,  although 
he  gave  away  two  Tens,  thus: 

As  it  is  a  Solo  make,  Vorhand  commences  with  his  long 
heart  suit,  for  there  are  eleven  trumps  instead  of  four,  and 
his  partner  may  have  a  chance  to  overtrump  Mittelhand. 
Moreover,  Mittelhand  has  had  no  opportunity  to  discard, 
and  may  have  one  of  the  two  missing  hearts,  and  Vor- 
hand's  tenace  in  spades  may  capture  two  tricks  if  the  suit 
is  led  to  him. 

V.       M.       H. 
A^     K4k     KV  =  19  for  Player. 


GAME   XXXI  169 

Hinterhand  proclaims  his  heart  a  singleton.  Player 
leads  tramps,  knowing  two  rounds  will  exhaust  them,  un- 
less they  are  all  in  one  hand.  If  so,  the  third  round  will 
throw  the  lead,  and  possibly  spades  may  be  led  to  him, 

V.  M.  H. 

JV  JJh  94^  =  23  for  Player. 

7^  J^  J^  =  27  for  Player. 

qV  Ajp^  1041  =  48  for  Player. 

Player  leads  the  small  spade,  trusting  Ace  may  fall, 
and  he  may  thus  save  his  Ten.  He  has  two  losing  Tens, 
and  is  in  imminent  danger  of  a  defeat. 

V.       M.       H. 

K4^      S^     Q^  =  7  for  Opponent. 

Aijk    i04j^     K^  =  32  for  Opponent. 

Vorhand  knows  Player  has  48  points,  not  counting 
what  may  be  contained  in  the  Skat.  If  Vorhand  leads 
lo^,  and  Mittelhand  trumps,  he  wins  his  game,  for  Q4k 
is  in  his  hand  or  in  the  Skat.  If,  however,  Vorhand  leads 
gi^,  Mittelhand  may  discard  his  fourth  card,  and  Hinter- 
hand m^ay  swarm  and  lead  another  winner,  for  there  may 
be  two  trumps  in  Skat,  in  which  case  partner's  diamonds 
with  Vorhand's  swarming  cards  may  defeat  Player. 

V.       M.       H. 

g^    10^     A^  =  53  for  Opponent. 

Mittelhand  by  discarding  10^,  takes  the  remainder  of 
the  tricks. 


170  SKAT 

V.  M.  H. 

74  0*  8^  =  51  for  Player. 

Q V  i*  9^  =  54  for  Player. 

10^  74^  Q^  =  67  for  Player. 

In  Skat,  o. 

Player  was  ''with  2,"  game  t,  =  3Xi2  (Solo  club)  =36 
plus  for  Mittelhand. 

If  at  trick  7  Vorhand  had  led  lo^,  Mittelhand  would 
have  trumped,  then  led  10^,  and  would  have  won  with 
64  points,  thus: 

V.       M.        H. 

lo^  0*  8^  =  61  for  Player. 

0^  10^  A4  =  56  for  Opponent. 

74  si  0^  =  64  for  Player. 

94^  2*  94  =  64  for  Player. 

A  Player  who  fails  to  keep  count  of  points  taken,  in 
both  his  own  and  in  his  Opponent's  tricks,  is  seriously 
handicapped  at  critical  moments,  when  a  point  more  or 
less  determines  the  gain  or  the  loss  of  the  game  for  Player. 


GAME  XXXII 
REVOLUTION 

A  hand  so  composed  as  to  warrant  Player  in  declaring 
Revolution  is  a  rarity  in  Skat.  In  this  game  the  cards  of 
the  three  players  are  placed  on  the  table  and  the  partners 
may  exchange  cards  with  one  another  and  consult  as  to 
the  modus  operandi  by  which    Player  may  be  defeated. 


GAME   XXXII  171 

If,  perchance,  the  cards  in  one  hand  are  absolutely  desti- 
tute of  any  capturing  quality,  regardless  of  the  distribu- 
tion of  the  other  cards,  it  is  a  profitable  holding  of  the 
Player,  but  possesses  none  of  the  fine  elements  of  skilful 
play  of  the  other  games,  for,  if  properly  declared,  it  is 
invincible.  If  it  were  not,  it  would  be  a  NuUo  Ouvert 
declaration,  with  nine  chances  in  ten  of  success.  In 
Revolution,  it  is  a  certainty,  or  it  is  not  properly  declared. 

The  compulsory  custom  in  some  new  clubs  for  Vorhand 
to  declare  Revolution  after  a  certain  number  of  deals,  in 
order  to  relieve  the  intensity  of  this  strenuous  game,  is 
absurd.  Such  players  should  place  four  at  a  table,  and  thus 
one  of  the  number  will  be  relieved  each  deal  from  the 
responsibilities  attending  clever  play. 

In  a  recent  deal: 

Vorhand  held  Ace,  Q,  lo,  8,  7^^;  8,  7^^;  8,  7^;  7^. 

Mittelhand  held  J^;  J#;  Ace,   K,  Q,  gjf^;  K4k;   K, 

Hinterhand  held  Jcfli;  J^k;  Ace,   10,  9^;  Ace,   10,  K, 

In  Skat:   loj^,  8^. 

It  will  be  seen  at  a  glance,  no  matter  how  the  other 
cards  are  distributed,  Vorhand  need  not  capture  a  trick. 
Even  after  exchanging  there  will  be  three  spades  in  one 
hand,  and  if  led  Vorhand  can  underplay  each  time.  In  no 
other  suit  is  there  a  possible  winner.  Therefore  Vorhand 
is  prepared  to  retain  bids  as  high  as  60. 

The  bidding  is  the  only  interesting  part  of  the  game. 
Mittelhand  bids  10,  to  prevent  a  Ramsch;  Vorhand  retains, 
and  Mittelhand  passes.  Hinterhand  wishes  to  play  a  Solo 
diamond  with  declared  Schneider,  which  will  give  him  a 


172  SKAT 

count  of  45.  Were  he  in  Vorhand's  position,  he  could  play 
a  Solo  Grando  and  declare  Schneider,  making  a  count  of 
80.  He  bids  12,  and  as  Vorhand  retains,  Hinterhand  con- 
tinues to  bid  until  he  has  reached  45.  If  Vorhand  has 
both  red  Matadors,  he  may  be  bidding  for  a  Solo  Grando, 
48,  but  Hinterhand  can  go  no  higher  than  45,  and  is  com- 
pelled to  pass.     Vorhand  declares  a  Revolution. 

One's  chagrin  is  deep  when  compelled  to  pass  with  a 
fine  game  in  hand  to  an  Opponent  who  wins  60  points  from 
a  fortunate  deal  in  which  skilful  play  has  no  part,  and 
against  which  there  is  no  defense.  The  holder  of  a  Revolu- 
tion should  be  more  inclined  to  feel  guilty  than  triumphant. 

As  soon  as  the  cards  are  placed  on  the  table  Mittelhand 
and  Hinterhand  place  their  cards  on  view,  and  inspect 
them.  A  glance  shows  the  futility  of  effort,  and  they 
abandon  the  game,  Vorhand  scoring  plus  60. 

If,  however,  Vorhand  had  held  Ace,  K,  Q,  8,  7^,  he 
could  have  been  easily  defeated.  Five  in  suit,  holding  the 
two  lowest,  is  nearly  always  safe,  for  there  is  a  fair  chance 
of  one  being  in  the  Skat.  If  the  other  cards  had  been  thus 
distributed — 

Mittelhand  K,  Q,  J^;  Ace,  K,  Q,  g^k;  Q,  J^;  lo^^. 

Hinterhand  J^t;  J,  9^;  Ace,  10,  K,  g^;  Ace,  10,  g^, 
when  the  cards  are  placed  on  the  table  Mittelhand  is  per- 
mitted to  exchange  his  two  diamonds  for  Hinterhand 's 
two  spades.  As  he  can  hold  the  trick,  with  either  a  club 
or  a  heart  lead  by  Vorhand,  he  leads  J^fb  and  follows  thus: 

V.        M.        H, 


GAME   XXXII  173 

Vorhand  scores  minus  60. 

Revolution  being  a  NuUo  Game,  the  cards  rank  as  in 
whist,  no  Matadors.  If  one  is  not  absolutely  sure  of  a 
Revolution,  it  is  advisable  to  declare  a  NuUo  Ouvert  and 
be  content  with  40.    Memento  Ccesar. 

Had  Vorhand  declared  Nullo  Ouvert,  he  would  have 
won  his  game.  He  would  have  commenced  with  a  club  or 
a  heart.  As  soon  as  Player's  cards  are  on  the  table  the 
Opponents  see  it  is  impossible  to  defeat  Player  except  by 
three  rounds  of  spades,  and  Mittelhand  abandons  the 
game,  as  he  has  one  of  the  three.    Vorhand  scores  plus  40. 

Another  Revolution  was  held  by  Mittelhand  in  a  club 
game. 

Vorhand  held  J4t;  J^;  Ace,  K,  9,  8^^;  10,  g^^;  K,  Oy. 

Mittelhand  held  74i;  7^^;  10,  9,  8,  7^;  10,  9,  8,  7^. 

Hinterhand  held  J^;  J^;  10,  Qdfk;  Ace,  K,  Q,  8^^;  K, 

In  vSkat:  A^,  A^. 

Mittelhand  bids  for  a  Revolution.  Hinterhand  can 
count  but  7  for  a  Solo  spade,  and  Vorhand  but  7  for  a 
Solo  club.  They  both  pass.  Had  they  known  the  treas- 
ures of  the  Skat,  either  one  could  have  bid  for  a  Gucki 
Grand;  but  the  ''Revolutionist"  would  have  outbid  either 
and  won,  as  may  be  seen. 

Here  is  another  sure  Revolution  in  Vorhand's  hand: 

Ace,  K,  0,  9,  8,  74;  9,  8,  74k;  7^^. 

Were  the  T^  absent,  the  J^  present,  one  would  be 
tempted  to  announce  a  Solo  diamond  ''without  3." 


174  SKAT 

GAME  XXXIII 
A  SOLO  (WITH  A  DECLARED  SCHNEIDER) 

In  the  preceding  game,  when  Vorhand  played  a  Nullo 
Revolution,  Hinterhand  held  a  Solo  diamond,  with  a  de- 
clared Schneider.  Had  he  been  permitted  to  play  his 
game  it  might  have  resulted  as  below. 

When  Player  is  not  in  Vorhand's  position,  and  consid- 
ers the  possibility  of  declaring  either  a  Schneider  or  a 
Schwarz,  it  is  inadvisable  to  name  the  trump  until  he 
has  decided  on  the  declaration ;  for  the  instant  the  trump 
is  named,  Vorhand  will  lead,  and  as  soon  as  the  card  is 
placed  on  the  table,  the  declaration  is  barred.  Therefore, 
in  this  deal,  when  Hinterhand  secures  the  bid,  and  decides 
to  announce  a  Schneider,  he  does  so  in  one  sentence,  *'Solo 
diamond,  with  a  declared  Schneider." 

Vorhand  leads  from  his  long  suit,  as  it  is  a  Solo  game. 

V.       M.        H. 

A4^    io4|^      94^  =  21  for  Opponent. 
K4k     Oi    ^  =  1 1  for  Player. 

Mittelhand  swarms,  that  Hinterhand  may  not  get  a 
discard  without  a  loss  of  7  points;  or,  if  he  has  Q^,  to  save 
3  points  for  the  partner's  score. 

V.  M.  H. 

?♦  04  J4^=i6  for  Player. 

74^  !♦  J4^  =  2o  for  Player. 

Q^  jy  9^  =  26  for  Opponent. 

As  Vorhand's  first  discard  is  a  club,  he,  presumably, 
has  not  the  Ten,  and  Mittelhand's  Ace,  King  may  secure 


GAME   XXXIV  175 

two  tricks;  thus  he  leads  a  heart  to  Hinterhand's  hearts, 
that  Hinterhand  may  be  compelled  to  lead  a  club;  or 
through  Hinterhand's  hand  to  Vorhand's  possible  hearts. 
However,  it  is  immaterial  which  card  he  leads,  as  Hinter- 
hand captures  all  the  remaining  tricks. 


V. 

M. 

H. 

7V 

0¥ 

AV  = 

=  34  for  Player. 

8V 

94k 

A4  = 

=  45  for  Player. 

84k 

KV 

xoV  = 

=  59  for  Player. 

7* 

K* 

I0^  = 

=  73  for  Player. 

«♦ 

A* 

9V  = 

=  84  for  Player. 

In  Skat  10,  =  94  for  Player. 

Hinterhand  scores  45  plus.  ''With  2,*'  game  i, 
Schneider  i,  declared  Schneider  i,  =  5.     Solo  diamond  is  9. 

9X5  =  45. 

Had  the  Opponents  captured  4  more  points,  making 
them  30  instead  of  26,  Hinterhand  would  have  been  de- 
feated, and  would  have  been  scored  minus  the  entire  value 
of  his  game,  45.  He  declared  Schneider,  and  must  justify 
his  declaration  or  lose  all. 


GAME  XXXIV 

GRANDO  (WITH  A  DECLARED  SCHNEIDER) 

VORHAND    PLAYER,    HINTERHAND    PLAYER 

In  Game  XXXIII  had  Hinterhand's  cards  been  held 
by  Vorhand,  the  latter  might  have  made  Grando  with 
declared  Schneider,  thus: 


V. 

M. 

J* 

!♦ 

J^ 

JV 

A4 

Q^ 

io4 

94» 

«♦ 

0* 

9^ 

K* 

AV 

QV 

loV 

KV 

9V 

io4fc 

9* 

A* 

176  SKAT 

H. 

7^  =  4  for  Player. 
7^  =  S  for  Player. 
7Jfi  =  22  for  Player. 
8^  =  32  for  Player. 
84k  =  39  for  Player. 
74^  =  43  for  Player. 
84^  =  57  for  Player. 
04^  =  74  for  Player. 
K4k  =  88  for  Player. 
A^  =  21  for  Opponent. 
In  Skat,  10,  =  98  for  Player. 

''With    2,"  game   i,  Schneider   i,  declared  Schneider, 

I,  =  5  X20  =  I00. 

If,  however,  as  Hinterhand,  he  had  named  the  trump 
Gran  do,  with  declared  Schneider,  he  would  have  failed 
ignominiously,  as  see: 

In  Grando  Opponents  should  always  lead  from  the 
long  suit. 

V.       M.       H. 

A 4^    104^      94^  =  21  for  Opponent. 
K4b     Ot      J4b  =  9  for  Player. 

If  Hinterhand  refuses  to  trump,  the  partners  have  28 
points.  If,  then,  Vorhand  leads  a  diamond,  on  which 
Mittelhand  places  J^,  they  have  the  30  necessary  points, 
which  places  them  ''out  of  Schneider.''  Hinterhand  thus 
loses  the  entire  value  of  his  game,  as  he  has  announced 
Schneider  and  has  failed  to  substantiate  his  declaration. 
He  is  scored  minus  100. 


GAME   XXXV  177 

If  he  has  not  refused  to  trump,  at  trick  2  the  game 
proceeds  thus: 

V.       M.       H. 

7^      J^     A^  =  34  for  Opponent. 

As  before,    Opponents   are   ''out  of  Schneider,"    and 
Hinterhand  scores  minus  100. 


GAME  XXXV 

A  GRANDO  FOR  HINTERHAND 

Had  Player,  as  Hinterhand,  in  Game  XXXIV,  at 
fourth  round  named  Grando,  without  declaring  Schneider, 
the  game  would  be  continued  thus: 

H. 

14^  =  22  for  Player. 
Ay  =  36  for  Player. 
loy  =  50  for  Player. 

9^  =  50  for  Player. 
K^  =  40  for  Opponent. 

9^  =  47  for  Opponent. 
10^  =  60  for  Opponent. 
In  Skat  10,  =  60  for  Player. 

Player  having  only  half  of  the  entire  count  is  a  loser, 
and  scores  minus  the  value  of  the  game.    ''With  2,"  game 
I ,  =  3.    Solo  Grando  is  20  X 3  =  60.    Player  must  have  more 
than  half  the  count,  i.e.,  61  at  least,  to  be  a  winner. 
12 


V. 

M. 

74k 

A* 

7V 

QV 

8V 

KV 

8* 

94k 

74 

JV 

<?♦ 

K* 

«♦ 

Q* 

178  SK-\T 

V.  IL  iL 

AA  —A  ;A=M  forOppoDcfit. 

'^ik  ^^  .' A=9for  PlaiTer. 

"V  ^¥  A  y  =23  inr  Pbtycr. 

5f  Kff  ::y  =37  far  Player, 

:♦  A  ;V  =  5:*cirPlaTer. 


-   • 

T  .          !      .         . 

-  -       Tt:  :.^ 

to 

a  r-.: 

:    ;  1 :  : 

-_-*: 

- 

~  T    •-' 

-^  : 

.-.''•_:      . 

_  . 

- 

.-    '": 

- 



cinm^^lll 

3:52d   ffer-ii    n; 

It- 

-  : 

.    -_    T       - 

- — .-  • 

r         ^— 

-_'-.: 

_ 

— . 

■         '   - 

:-r<^r: 

-  -~        -   - 

'  : 

-A  ■ 

-      --- 

:      1 

z:. 

T 

-   ■-- 

5^:.: 

-  ._ 

"   — 

-A 

::A 

He  daie 

;♦  =  -     r 

~-  - 

-  -     : 

7  ::_: 

-  - 

J. ; 

~  V !"  - 

GAME   XXXVI  179 

hand  has  J4k  and  three  other  cards.  If  he  had  Ace  he 
would  not  have  led  the  nine.  He  must  have  Ten  and  not 
Ace.  If  Ace  is  in  Skat,  Hinterhand  has  Ten,  eight.  If  he 
had  Ten,  King,  he  would  have  led  Ten.  He  plays  QJf$ 
and  awaits  the  next  lead.  These  three  points  are  all  Hin- 
terhand needs. 

V.       M.       H. 

SJJi     J^     K^  =  27  for  Opponent. 

Mittelhand  is  now  convinced  lo^k  is  in  Skat,  trumps 
and  forces  ]Jf^  with  his  Ace. 

V.       M.        H. 

74^     A4t    Jjji  =  53  for  Player. 
Q4i     jy     A^  =  43  for  Opponent. 
8^     K4^    10^  =  57  for  Opponent. 
In  Skat,  10,  =  63  for  Player. 

When  one  plan  will  not  succeed,  another  may.     Skat 
is  never  under  any  circumstances  played  like  whist. 


GAME  XXXVI 

PASST-MIR-NICHT— TOURNEE  GRANDO 

Vorhand  holds  J^;  10,  S^d;  K,  g^;  Ace,  9,  7^;  10,  8^. 
Mittelhand  holds  J^t;  J^;  Ace,  K,  QJf^;  Ace,  Q^;  10, 
K,  8^. 

Hinterhand  holds  9, 7^1;  10, 8,  7^;  Q^ ;  Ace,  K,  Q,  7^. 

InSkat:J4k,  9^- 

Mittelhand,  having  only  a  count  of  7  for  a  Solo  make, 
and  having  the  disadvantageous  position  of  Mittelhand, 


180  SKAT 

thinks  it  safer  to  bid  for  a  Tourn^e.  He  is  cautious,  the 
cards  are  sufficiently  strong  for  a  successful  Solo,  if  skil- 
fully manipulated.  Vorhand  does  not  retain  the  bid,  and 
Hinterhand  passes. 

Mittelhand  turns  one  of  the  cards,  the  9^.  No  suit 
can  be  less  fitted  to  his  holding,  and  he  places  it  in  his 
hand  without  disclosing  the  suit  to  Opponents,  and  ven- 
tures on  a  Passt-Mir-Nicht.  He  turns  the  other  card  to 
view,  and  finds  it  is  the  ]i^.  As  it  is  a  Jack  he  has  the 
option  of  the  Tournee  spade,  or  a  Tournee  Grando; 
Whether  he  makes  it  a  spade  or  a  Gran  do,  if  he  loses  it 
counts  double  the  value  of  his  hand,  as  he  turned  a  second 
card,  after  refusing  to  play  the  suit  of  the  first. 

He  decides  to  play  a  Tournee  Gran  do,  and  discards 
the  9^  and  Q^.  The  Opponents  draw  the  inference  he  is 
short  in  the  spade  suit,  as  he  is  not  willing  to  play  that  suit. 

In  Tournee  games  a  long  suit  lead  is  the  rule  of  ''short 
road"  to  Player.  In  Grando,  also,  long  suits  are  led  by 
Opponents  regardless  of  the  position  of  Player.  As  Player 
is  second  hand  to  the  first  trick,  if  he  trumps  it  weakens 
his  holding;  if  he  has  suit,  partner  may  be  able  to  swarm  a 
high  card  of  another  suit.  Vorhand  thus  leads  his  longest 
suit.  Unfortunately  it  clears  the  heart  suit  of  Mittelhand, 
but  it  is  one  of  the  ''accidents"  of  the  game. 

V.        M.        H. 
Ay      8^     Oy  =  14  for  opponent. 

Hinterhand,  playing  highest  of  a  suit  to  partner's  trick, 
has  no  more  hearts,  and  if  he  should  chance  to  have  the 
other  Knave,  may  possibly  catch  the  Ten,  or  can  get  a 
discard  of  a  short  suit. 


GAME   XXXVI  181 

Vorhand  leads  seven,  that  Mittelhand  trusting  Hinter- 
hand  will  hold  nine,  may  play  his  Ten.  Not  knowing  the 
whereabouts  of  J^,  Mittelhand  does  not  trust  his  Ten  to 
the  trick.    Hinterhand  discards  from  his  valueless  suit. 

V.       M.        H. 

7V    J£5f      7*  =  4  for  Player. 

Mittelhand  now  draws  the  missing  Matador,  leading  the 
lowest  of  a  sequence  to  invite  a  swarm.  Hinterhand 
swarms  K^,  as  he  still  holds  tenace  in  the  suit. 

V.       M.       H. 
!♦     Jjf     K4  =  1 2  for  Player. 

Holding  the  remaining  trumps,  Mittelhand  commences 
leading  his  longest  suit. 

V.       M.        H. 

8Jf$     A4^      94i  =  23  for  Player. 

Having  Ace  and  two  small  he  would  have  led  his  lowest, 
but  with  Ace,  King,  Queen,  he  has  two  sure  tricks  in  the 
suit,  and  may  be  fortunate  enough  to  find  the  Ten  un- 
guarded in  a  hand.  He  continues  to  play  clubs  to  clear 
the  suit. 

V.       M.        H. 
lojji     Q4i    ^04^  =  3  7  ioT  Opponent. 

As  Mittelhand  holds  clubs  and  hearts,  and  has  had 
two  discards,  it  is  improbable  that  Hinterhand's  lo^f^  will 
capture  a  trick,  and  he  saves  it  before  the  opportunity 
has  passed.     The  Q^  would  have  put  Opponents  out  of 


182  SKAT 

Schneider,   and  by  some  players  would  be  considered  a 
better  play. 

Vorhand,  hoping  lo^  has  been  placed  in  Skat,  and 
Mittelhand  may  possibly  discard,  thus  giving  Hinterhand 
another  opportunity  to  swarm,  leads  9^. 

V.       M.        H. 

9V    loy      74^  =  33  for  Player. 

The  remainder  of  the  tricks  are  Mittelhand's,  and  are 
thus  played : 

H. 

84^  =  37  for  Player. 

7^  =  52  for  Player. 
Q^  =  5j  for  Player. 
A^  =  8o  for  Player. 
=  S^  for  Player. 

Player  is  "with  3,"  game  i,  =  4.  Toumee  Gran  do  is 
worth  12  X  4  =  48  plus.  As  it  was  a  Passt-Xicht,  if  he  had 
lost  it  would  have  counted  96  minus. 

The  three  games  which  count  double,  if  lost,  are  Passt- 
Mir-Nicht,  Gucki  Grando,  and  Gucki  Nullo. 

XXX\TI 

A  SOLO  CLUB— MITTELHAND  PLAYER 

In  Game  XXXVI  Mittelhand  was  fortimate  in  the 
Skat.  He  might  have  missed  an  opportunity  by  not 
trying  for  a  Solo.  Had  he  made  it  a  Solo  club,  Vorhand 
would  have  commenced  the  game  with  A^ . 


V. 

M. 

94 

K* 

«♦ 

A4 

«♦ 

]* 

io4 

J* 

In  Skat,  3, 

V. 

M. 

7V 

8V 

io4 

8* 

10* 

J* 

GAME   XXXVIII  183 

H. 
Oy  =  14  for  Opponent. 

7^  =  18  for  Opponent. 
A^  =  25  for  Player. 

941^  =  27  for  Player.  -^ 

7^  =  39  for  Player. 

If  at  trick  5  Vorhand  plays  J^,  Mittelhand  may  play 
AJf^  and  draw  Ten,  thus  he  will  lose  both,  not  knowing 
]^  is  in  Skat.  Mittelhand,  not  knowing  whether  J^j^  is  in 
Skat  or  with  Vorhand,  may  not  lead  A^li,  if  J^  is  played; 
but  as  10 Jf$  is  played,  Mittelhand  knows  one  Matador  is 
in  Skat,  or  Vorhand  would  not  have  given  the  Ten. 

V.        M.  H. 

9^  ipy  74jb  =  49  for  Player. 

94^  A^^  S^  =  60  for  Player. 

K^  Q^  104^  =  3  5  fo^  Opponent. 

8^  A^  04  =  74  for  Player. 

J4  Q4i  K4  =  44  for  Opponent. 
In  Skat,  2,  =  76  for  Player. 

Finding  J 4k  in  Skat,  Player  is  ''with  3,"  game  i,=4. 
Solo  club  is  12X4  =  48  plus. 


GAME  XXXVIII 

A  SOLO  HEART— MITTELHAND  PLAYER 

In  the  preceding  deal  all  the  rules  are  in  favor  of  the 
heart  make  instead  of  the  club.  Of  two  equally  weak 
suits,  the  cheaper  should  be  made — in  this  case,  the  heart. 


184  SKAT 

Of  two  stilts  of  equal  length,  the  one  with  the  best  heading 
(Ace  and  Ten)  should  be  reser\'ed  for  the  plain  suit,  for 
ever\'  trump  card  is  valuable,  however  small,  but  of  no 
value  if  plain  suit  cards. 

If  Mittelhand  had  made  it  a  Solo  heart  Vorhand  could 
not  commence  with  A^,  nor  with  the  guard  to  either 
Ten,  but  would  have  been  compelled  to  lead  a  spade. 
With  Queen  and  one  other  he  would  lead  Queen,  showing 
a  short  suit;  but  with  King  one,  he  leads  small,  or  partner 
may  place  him  with  the  Ten.  In  this  case,  as  partner  has 
the  Ten,  lead  of  King  would  imply  a  singleton. 

V.        M.        H. 

9^     .^       74  =  11  for  Player. 

As  Mittelhand  wishes  the  lead  at  once,  he  plays  Ace 
on  first  round,  and  leads  trump. 

V.        M.        H. 

7  y      J4i     Q  y  =  1 6  f or  Player. 

9^      jy     10^  =  2$  for  Player. 

Hinterhand,  presuming  J 4Jk  to  be  with  partner,  swarms 
his  104^. 

V.        M.        H. 
K^     Q^      8^  =  ;  ioT  Opponent. 

With  three  higher  trumps  against  him,  Mittelhand 
throws  the  lead  that  the  club  may  come  to  him.  Vorhand 
leads  J^.  It  will  force  J^^,  leaving  his  A^  high,  or  it 
win  win  the  trick  and  give  partner  a  chance  to  swarm. 

V.        M.        H. 

J4      Sy     K^  =  13  for  Opponent. 


V. 

M. 

8* 

10* 

A¥ 

K* 
A* 
0* 

GAME   XXXIX  185 

Thinking  Mittelhand  is  holding  up  J^  to  capture  his 
Ace,  Vorhand  is  forced  to  the  club  lead. 

H. 

74^  =  32  for  Player. 
9*  =  S3  for  Player. 
A^  =  38  for  Opponent. 

Seeing  no  opportunity  for  his  A^,  Hinterhand  swarms 
it  on  trick  he  knows  partner  will  trump. 

V.       M.       H. 
10^    loy      7^  =  73  for  Player. 
8^     K^     0^  =  8o  for  Player. 

In  Skat,  2,  =  82  for  Player. 

Player  is  "with  3,"  game  i,=4.  Solo  heart  is  worth 
10X4  =  40  plus. 

GAME  XXXIX 
GRANDO  OUVERT— SOLO  GRANDO 

A  prolific  source  of  minus  scores  with  an  excitable 
player  is  a  lack  of  the  sense  of  values.  A  hand  of  worth 
appears  to  him  an  invincible  one.  A  Grando  winner  is 
adjudged  a  Grando  Ouvert ;  a  Solo  winner,  a  sure  Guckser. 
In  playing  Skat,  a  German  mental  attitude  is  of  more  use 
than  Matadors.  If  an  American  poker  view  is  cultivated, 
disaster  will  inevitably  ensue.  Nevertheless,  there  is  a 
happy  medium  between  the  reckless  bidder  and  the  timid 
Mauern. 

In  the  following  deal,  Hinterhand  had  a  Solo  Grando, 
but,  elated  by  so  fine  a  holding,  he  tried  for  a  Grando 


186  SKAT 

Ouvert,  running  a  foolish  risk  with  the  spade  stiit;  but 
even  if  he  had  been  Vorhand,  there  was  but  one  chance 
in  twenty  that  lo^f^  was  in  Skat.  In  Grando  Ouvert — 
the  rarest  holding  in  Skat — if  Player  loses  one  trick,  he 
is  defeated.  When  he  names  his  game,  therefore,  he 
thereby  announces  Schwarz,  and  the  loss  of  one  trick  con- 
cludes the  game. 

In  the  following  deal: 

Vorhand  held  Jf;  K,  8,  jjf^;  lo,  K,  Q,  9,  8,  7^ . 

Mittelhand  held  J^;  10,  0*;  10,  Q,  8^;  K,  9,  8,  74. 

Hinterhand  held  j4|i;  J^;  AJf^;  Ace,  K,  9^;  A^;  Ace, 
10,  Q4. 

In  Skat:  94i.  7^- 

Mittelhand  bids  for  a  Gucki  NuUo.  Vorhand  retains 
for  a  Solo  heart,  ''without  3." 

At  15,  the  worth  of  a  Gucki  Nullo,  Mittelhand  passes. 
Hinterhand  bids  for  a  Grando,  worth,  in  this  hand,  60. 
Vorhand's  cards  count  only  for  a  Solo  make,  but  with 
two  missing  suits  and  a  trick  in  clubs,  he  is  justified  in 
the  make.  A  wise  bidder  ''without,"  reckons  for  i 
against  him  in  the  Skat.  So  Vorhand  counts  his  hand 
"without  2"  instead  of  "without  3,"  and  retains  Hin- 
terhand's  bids  to  30,  then  passes.  Hinterhand  names 
Grando  Ouvert  and  places  his  cards  on  the  table. 

Vorhand,  noting  the  hearts,  tries  his  partner  for  the 
missing  Matador. 

V.        M.     H. 

10^      jy     A^  =  23  for  Opponent. 

The  game  is  finished.  As  Hinterhand  loses  one  trick, 
he  loses  the  game.     It  is  not  played  to  a  finish. 


GAME   XXXIX  187 

''With  2,"  game  i,  Schneider  i,  declared  Schneider  i 
Schwarz  i,  declared  Schwarz  i,  =  7.  Gran  do  Ouvert  is 
24X7  =  168  minus  for  Hinterhand's  score. 

Had  Hinterhand  been  satisfied  with  a  Solo  Grando 
make,  the  first  round  might  have  been  played  the  same; 
the  succeeding  rounds  as  follows: 

V.       M.        H. 

J^      9^     0^  =  28  for  Opponent. 

If  Vorhand  does  not  trump,  his  Matador  will  fall  the 
next  round. 

H. 

J4^  =  9  for  Player. 
A^  =  20  for  Player. 
10^  =30  for  Player. 
A|ji  =  44  for  Player. 
A^  =  55  for  Player. 

9^  =  42  for  Opponent. 

14^  =  67  for  Player. 
K4^  =  78  for  Player. 

Even  had  Hinterhand 's  cards  been  in  Vorhand's  pos- 
session, Vorhand  could  not  have  declared  an  Ouvert, 
although  he  might  have  been  strongly  tempted  to  do  so, 
hoping  to  find  the  10^  alone  in  one  hand,  or  possibly  in 
the  Skat. 


V. 

M. 

KV 

Q4 

7¥ 

7f 

8¥ 

«♦ 

74^ 

Q* 

9¥ 

«♦ 

K* 

-♦ 

8* 

10* 

0¥ 

«♦ 

In  Skat  0. 

188  SKAT 

GAME  XL 

GRANDO  OUVERT— GUCKI  GRANDO 

Here  is  another  Grando  Guvert  hand,  but  played  as 
a  Gucki  Grando: 

Vorhand  holds  J^i;  Jijk;  !♦;  lo,  Q^;  lo^;  Ace,  lo,  9, 

?♦. 

Mittelhand  holds  Ace,  Q,  8,  74^;  K,  8^^;  Ace,  Q,  7^; 

Hinterhand  holds  10,  K,  94^;  9,  7^^;  K,  9,  8^;  K,  8^. 

In  Skat:  A^J^,  J V. 

Mittelhand  passes.  Hinterhand  bids  for  a  Gucki  NuUo 
to  15,  and  passes.  Vorhand  names  Gucki  Grando,  taking 
both  Skat  cards  into  his  hand  without  showing  either  one 
to  Opponents.  He  discards  10^  and  Q^*  If  he  had  held 
these  cards  instead  of  finding  them  in  the  Skat  he  could 
have  declared  a  Grando  Guvert.  Unless  the  three  dia- 
monds were  in  one  hand,  he  would  have  a  certainty ;  or  he 
could  have  declared  a  Grando  Solo  had  he  known  the  value 
of  the  Skat  cards.  Had  the  cards  been  dealt  to  him  as 
now  held,  he  would  have  declared  Grando  Guvert,  placed 
his  cards  on  the  table,  and  counted  the  value,  thus: 

"With  4,"  Schneider  i,  declared  Schneider  i,  Schwarz  i, 
declared  Schwarz  i,  game  i,  =  9.  24X9  =  216.  This  is  the 
highest  possible  count  in  any  game  of  Skat. 

This  deal  occurred  in  the  hands  of  a  member  of  the 
Altenburg  Skat  Club  in  the  games  of  1908.  It  was  a  Gucki 
Grando  as  dealt  and  played,  scoring  16X7  =  112  plus. 


GAME   XLI  189 

GAME  XLI 

GRANDO  OUVERT  BY  MITTELHAND 

Vorhand  holds  gjf^,  Ace,  lo,  K,  Q,  9,  8,  7^;  Q^;  8^. 
Mittelhand  holds  J4b;  ]^;  J^;  AJf^;  Ace,  10,  K,  Q,  7^; 
A4. 

Hinterhand  holds  J^;  10,  K,  Q,  jjf^;  g^;  K,  9,  8,  7^. 

In  Skat:  8^,  10 4. 

Mittelhand  bids  10.  Vorhand  retains  for  a  Solo  spade, 
"without  4."  He  has  three  losing  cards  in  different  suits, 
and  if  the  cards  are  regularly  distributed,  will  be  a  loser. 
His  bid  was  unreasonably  hazardous,  but  one  which  is 
made  by  players  who  trust  to  luck  instead  of  sensible 
deduction.  Mittelhand  intends  to  play  a  Grando  Ouvert, 
and  it  is  useless  for  Vorhand  to  bid.  Hinterhand  intended 
bidding  for  a  Gucki  Nullo,  15,  but  when  his  opportunity 
arrives,  he  passes.  Mittelhand  names  Grando  Ouvert  and 
places  his  cards  on  the  table. 

Vorhand  has  all  the  spades.  If  Mittelhand  could  be 
induced  to  trump  with  his  low  Jack,  and  the  missing 
Matador  should  not  be  in  the  Skat,  he  would  be  defeated. 
There  is  one  missing  heart,  but  partner  may  hold  it;  the 
Matador  possibiHty  is  the  only  chance,  and  he  leads  small 
that  Mittelhand  may  suppose  Ace  or  Ten  is  in  Hinter- 
hand's  hand. 

V.       M.       H. 

Mittelhand,  with  a  sure  game,  is  not  so  careless  as  to 
undertrump,  and  plays  one  of  his  high  Matadors,  shutting 
out  the  jy.     He   then    draws   it,    plays  his  five   hearts. 


190  SKAT 

A^,  A4k  and  last  Matador,  taking  every  trick.  It  is  not 
necessary  to  count  the  points  in  Gran  do  Ouvert,  as  it  is 
the  one  lost  trick  only  which  decides  the  game.  "With 
2/*  game  i,  Schneider  i,  declared  Schneider  i,  Schwarz  i, 
declared  Schwarz   i,  =  7.     24X7  =  168  plus. 

Had  Mittelhand  trumped  with  J^  and  Hinterhand 
overtrumped  with  J^ ,  winning  the  trick,  the  game  would 
not  have  been  played  to  a  finish,  as  Mittelhand  had  lost 
one  trick.     He  would  have  been  scored  minus  168. 

Conventional  leads,  as  in  whist,  unvaried  by  the  exi- 
gencies of  the  occasion,  will  wreck  the  Skat  player.  Skat 
can  never  be  grafted  on  the  whist  tree,  but  is  a  different 
species  entireh^  and  this  fact  cannot  be  too  strongly  im- 
pressed on  American  players.  Any  attempt  to  thus  rob 
the  good  old  German  game  of  its  characteristic  qualities 
will  result  in  a  hybrid  which  will  meet  with  the  disrespect 
it  will  deserve.  American  mentality  is  sufficiently  alert  to 
keep  both  these  excellent  games  distinct  and  individual. 
To  each,  its  place. 

To  vary  the  method  of  play  with  each  deal  is  the  sign- 
manual  of  a  veteran  in  the  game.  To  endeavor  to  inform 
partner,  that  they  may  play  in  accord,  is  essential,  but  to 
outwit  Player  is  of  supreme  importance.  For,  while  Oppo- 
nents are  informing.  Player  is  hastening  past  the  danger- 
spot,  the  61  points. 


GAME   XLII  191 

GAME  XLII 
A  SOLO  "WITH  7" 

Skat  is  a  game  of  democratic  principles.  Equalization 
is  one  of  its  chief  characteristics.  If  one  player  claims  to 
hold  the  superior  hand  he  must  substantiate  such  claim 
(6 1  points).  If  he  bids  higher  than  its  value  he  loses  the 
price  of  his  bid,  although  he  win  more  than  6o  points  (over- 
bidding). If,  with  an  abundance  of  material,  he  refuses  to 
name  a  game,  in  order  to  compass  the  downfall  of  a  guile- 
less player,  he  himself  becomes  the  loser  (Ramsch).  If  his 
cards  are  of  inferior  value  he  has  a  winning  game  (Nullo). 
If  absolutely  worthless,  he  has  a  double  count  (Nullo 
Guvert).  If  of  mediocre  quality  he  has,  with  partner's 
assistance,  an  opportunity  of  reducing  Player's  pretensions, 
which  is  equivalent  to  an  individual  win  (as  Opponent). 
Similar  conditions  prevail  throughout  the  game. 

When  one  has  almost  a  Grando  make,  with  high  count- 
ing cards,  he  plays  Gucki  Grando,  that  he  may  ''lay 
away"  in  the  Skat  one  or  more  valuable  counting  cards 
for  safe  keeping;  and  when  he  has  almost  a  Nullo  make, 
the  other  extreme  of  the  ranking  cards,  he  plays  Gucki 
Nullo,  that  he  may  place  in  the  Skat  one  or  more  high 
cards  to  rid  his  hand  of  them  and  leave  it  quite  worthless, 
and  thus  a  winner.  As  Grando  counts  20,  but  Gucki 
Grando  only  12,  so  Nullo  counts  20,  but  Gucki  Nullo  only 
15.  Having  the  use  of  the  Skat  cards  for  whatever  pur- 
pose lessens  the  value  of  the  game,  for  one  must  not  have 
all  the  privileges  and  helps  to  success,  and  still  count  as 
much  as  a  player  in  another  deal  who  assumes  the  responsi- 
bility of  a  game  without  claiming  any  especial  privilege. 


192  SKAT 

In  the  following  deal: 

Vorhand  had  8,  74k;  Ace,  10,  K,  Q,  9,  7^;  Ace,  74. 
Mittelhand  had  Q,  g^k;  10,  K,  Q,  8,  7^;  K,  8^;  8^. 
Hinterhand  had  J4k;  J4k;  JV;  !♦;  Ace,  10,  K4I1;  Ace, 

In  Skat:  10,  g^. 

Mittelhand  bids  for  a  Gucki  Nullo.  Hearts  and  spades 
are  safe.  If  he  can  rid  his  hand  of  QJf^  and  K^,  he  has 
a  safe  Nullo.  Vorhand  has  also  a  Gucki  Nullo.  The  A^ 
is  his  only  dangerous  card,  and  by  taking  the  Skat  cards 
he  can  make  a  game.  Mittelhand,  therefore,  bids  and 
Vorhand  retains  as  high  as  15,  when  Mittelhand  is  com- 
pelled to  pass,  for  he  cannot  make  a  Solo  Nullo.  Hinter- 
hand now  bids  18,  and  Vorhand  passes.  Hinterhand  can 
name  a  Gran  do  or  a  Solo  club  for  trump.  One  naturally 
seizes  an  opportunity  of  playing  Grando,  as  it  does  not 
occur  as  frequently  as  the  Solo,  and  has  a  higher  count; 
but  in  the  above  deal  the  club  is  nearly  as  valuable,  for, 
although  the  multiplicand  is  higher  in  Grando  (20),  there 
are  but  5  multipliers  ("with  4,"  game  i).  In  the  Solo 
make  the  count  is  but  12,  but  there  are  8  multipliers 
(''with  7,"  game  i).  If  he  declares  a  Schneider  there  are 
two  more  multipliers  in  either  make.  Hinterhand  names 
it  "Solo  club,  with  a  declared  Schneider." 

With  only  one  missing  spade,  Vorhand  dare  not  give 
Hinterhand  a  discard,  which  play  may  make  his  Schneider 
safe,  and  leads  his  A^.  It  is  not  a  question  of  61  points, 
as  Hinterhand  has  declared  Schneider,  but  of  30  points. 

V.       M.       H. 
A4     K^     04  =  18  for  Opponent. 


GAME   XLII  193 

If  Hinterhand  has  another  it  is  the  Ten.  If  he  has  no 
more.  Ten  is  in  the  Skat;  but  there  are  two  other  dia- 
monds, only  one  of  which  can  be  in  Skat,  the  other  in 
Mittelhand's  hand.  Nothing  is  to  be  gained  by  contin- 
uing the  diamond  suit,  and  he  tries  the  spade.  If  Pla3^er 
should  chance  to  have  the  missing  spade  partner  can 
swarm,  and  Player  will  be  defeated,  as  Opponents  will 
be  ''out  of  Schneider."  On  the  other  hand,  if  it  is  in  the 
Skat  partner  will  swarm,  and  Player  must  trump  and  thus 
lose  the  chance  of  a  discard.  Thus,  after  all  his  winners 
are  played,  his  last  card  may  be  a  loser,  and  the  Op- 
ponents may  reach  the  necessary  30  points. 

Unfortunately  for  the  Opponents,  Mittelhand  has  the 
missing  spade,  and  thus  cannot  swarm  the  necessary 
point,  and  Hinterhand  can  discard  his  losing  heart. 

V.        M.        H. 
A^      8^1^      9^  =  29  for  Opponent. 

Hinterhand  has  now  every  trick,  regardless  of  Vor- 
hand's  lead,  and  Opponents  having  only  29  points,  Hin- 
terhand makes  his  declared  Schneider. 

Even  with  so  unusual  a  holding,  Hinterhand's  success 
depended  on  the  presence  or  absence  of  the  small  spade 
in  Mittelhand's  hand.  So  mysterious  and  so  uncertain  is 
the  goddess  of  Skat  in  her  distribution  of  favors!  Even 
here  is  the  democratic  equalization  apparent.  With  two 
Nullo  hands  against  a  Solo  with  a  declared  Schneider,  there 
was  a  chance  of  a  defeat  for  Player  in  the  Opponents' 
weak  cards. 

Player   has  ''with  7,"  game  i,  Schneider  i,    declared 
Schneider  i ,  =  10.     Solo  club  12X10  =  120  plus. 
13 


194  SKAT 

GAME  XLIII 

GRANDO  "WITH  5"  AND  A  DECLARED  SCHNEIDER 

In  Game  XLII  had  Hinterhand  played  a  Grando,  with 
a  declared  Schneider,  the  A^  (Opponents'  long  stiit)  would 
have  been  the  proper  first  lead,  and  Hinterhand  would 
have  discarded  his  singleton  diamond. 

V.       M.       H. 

A^      8^     0^  =  14  for  Opponent. 
104^    10^      J^  =  22  for  Player. 

Hinterhand  is  compelled  to  trump  or  the  partners 
will  have  34  points  (out  of  Schneider),  and  he  will  be  de- 
feated. Had  Mittelhand  in  a  spirit  of  parsimony  swarmed 
a  lesser  count,  Hinterhand  would  have  had  an  oppor- 
tunity for  another  discard,  and  Opponents  would  have  lost 
all  opportunity  of  defeating  him.  Hinterhand  leads  a  red 
Jack  to  invite  a  swarm. 

V.       M.       H. 
K4k      94k    JJf  =  28  for  Player. 

Mittelhand's  inference:  As  Hinterhand  has  discarded 
a  diamond,  and  Mittelhand  himself  has  the  hearts,  Hin- 
terhand has  a  club  suit.  If  Mittelhand  gets  a  lead  he  does 
not  wish  to  lead  clubs,  and  discards  it.  His  K^  may  be 
valuable,  and  he  does  not  unguard  it. 

V.       M.        H. 

74ii     Q4t    ^Ajji  =  42  for  Player. 

He  now  leads  KJf^  to  invite  a  swarm. 


GAME   XLIII  195 

V.  M.  H. 

84k  7^  JC^  =  46  for  Player. 

7^^  8^  1041  =  56  for  Player. 

94k  8^  J^  =  s8  for  Player. 

As  Vorhand  discards  spades  he  must  have  some  pro- 
tection in  diamonds,  and  Mittelhand  throws  the  guard  to 
his  K^  to  protect  the  heart. 

V.       M.       H. 

7^     0^     Ay  =  72  for  Player. 
A^     Ky      9^  =  29  for  Opponent. 

Opponents  can  get  but  29,  even  with  Vorhand's  high 
swarming  card. 

V.       M.        H. 

Q^     K^  ^^  =  81  for  Player. 

In  Skat,  10,  =  91  for  Player. 

Player  has  ''with  4,"  game  i,  Schneider  i,  declared 
Schneider  i ,  =  7 ;    Solo  Gran  do,  20  X  7  =  1 40. 

Even  as  Vorhand,  Hinterhand  could  not  have  made 
more  points.  One  advantage  of  Hinterhand's  position  is, 
that  he  may,  playing  third  to  the  first  trick,  secure  the 
opportunity  of  a  discard  without  giving  an  opportunity  of 
swarming  after  Hinterhand  has  played.  Each  position  has 
its  compensating  advantages. 


196  SKAT 

GAME  XLIV 
NEW  VALUES— GUCKI  NULLO 

The  Xord  Amerikanischer  Skat  Verband  at  their  annual 
congress  and  tournament  in  June,  1908,  promulgated  a 
new  system  of  values  in  the  Grando  and  the  Nullo  games, 
and  added  one  new  game  to  the  list.  The  changes  in  the 
valuations  of  the  Grando  game  had  been  necessary  for 
sometime,  but  the  addition  of  the  new  game  is  of  doubtful 
utiUty.  However,  as  the  association  is  the  only  national 
Skat  organization  in  America,  their  dictum  must  be  ac- 
cepted by  all  Skat  players  in  this  country. 

The  Toumee  and  Solo  values  remain  unchanged, 
as  does  the  Ramsch.  The  amended  values  have  been 
used  in  the  preceding  games.  The  new  game  is  Gucki 
Nullo  Ouvert,  and  is  valued  at  30  if  won.  If  lost, 
minus  60. 

The  revoke  penalty  seems  a  difficult  matter  for  the 
Verband  to  decide.  The  penalty  at  present  is  none  too 
severe,  i.e.,  the  loss  of  the  game  to  the  offender.  In  a 
game  where  the  margins  are  so  narrow  that  a  card  of  no 
intrinsic  value  in  any  one  of  the  three  players'  hands  may 
make  or  mar  the  game,  the  exposing  of  a  card  by  an  Op- 
ponent to  his  partner's  view  should  not  be  too  lightly 
estimated.  No  experienced  Skat  player  will  fail  to  observe 
a  revoke,  but  the  exposure  of  the  card  has  already  en- 
lightened partner,  imless  the  revoke  concludes  the  game. 
Outside  the  association,  players  evinced  disappointment 
on  learning  of  the  postponement  of  a  decision  on  this  much 
discussed  point,  as  well  as  the  leading  and  playing  out  of 


GAME   XLIV  197 

turn,  which  also  betrays  the  presence  of  an  unknown 
card  to  a  partner.  American  Skat  players  are  compelled 
to  formulate  penalties  for  themselves.  Exposure  of  a 
card  should  incur  the  same  penalty  as  in  all  whist  games. 

In  a  game: 

Vorhand  held  J,  Q,  8,  y^t;  A,  K,  94^;  10,  K,  g^. 

Mittelhand  held  J^;  AJf^]  10,  8,  74^;  8^;  Q,  9,  8,  7^. 

Hinterhand  held  J^;  10,  K,  gjf^;  Ace,  Q,  7^;  Ace,  10, 

In  Skat:  J  and  04^. 

Mittelhand  bids  for  a  Gucki  Nullo,  and  Vorhand  passes. 
Hinterhand  bids  for  a  Solo  heart,  "  without  3."  Mittel- 
hand retains  to  15,  for  a  Gucki  Nullo,  and  Hinterhand  bids 
16.  Mittelhand  decides  to  try  a  Gucki  Nullo  Guvert  (the 
new  game) ,  worth  30.  '*  Without  3  "  makes  Hinterhand's 
game  worth  40,  and  as  Mittelhand  retains  each  higher  bid, 
Hinterhand  feels  assured  all  the  Jacks  are  in  his  hand, 
making  his  own  holding  *  niore  secure.  However,  to  be 
cautious,  he  reckons  ''without  2,"  instead  of  "without  3," 
and  bids  to  30,  which  Mittelhand  retains.  Hinterhand 
then  passes,  and  Mittelhand  announces  Gucki  Nullo 
Ouvert.  He  discards  the  A^li  and  J^  and  places  his  cards 
on  the  table. 

As  it  is  impossible  for  Vorhand  to  compass  Mittelhand's 
defeat,  he  must  delegate  the  power  to  Hinterhand.  Mit- 
telhand has  had  the  Skat  cards,  therefore  Hinterhand 
holds  7^.  One  discard  will  give  Mittelhand  the  game, 
but  if  he  makes  the  fatal  mistake  of  discarding  a  high 
card,  instead  of  a  singleton,  he  is  a  loser.  Vorhand  sees  no 
other  way  to  defeat  him,  and  tries  the  experiment.  If  Mit- 
telhand does  not  discard  his  singleton  heart  he  is  defeated. 


198  SKAT 

V.        M.        H. 

iJit    04    10* 

KV     Q^     A^ 

As  Mittelhand  played  a  Gucki  game  and  lost  he  counts 
double  the  value.  Gucki  Xullo  Ouvert  is  30.  Therefore 
Mittelhand  is  minus  60.  He  had  a  sure  game  had  he  not 
held  up  his  heart. 


GAME  XLV 

A  GUCKI  NULLO  FOR  VORHAXD 

Vorhand  held  K4I1;  Ace,  8,  7^^;  K,  10,  8,  7^;  9,  74. 
Mittelhand  held  J4li;  J^;   10,  9,  8^1;  94)^;  Ace,  9^; 
Ace,  K^. 

Hmterhand  held  J^;  Jf  ;Q,  7*;  10,  0^;  Q^\  10,  Q^. 

In  Skat:  A^,  K^, 

Having  two  Jacks  and  two  Aces,  and  protection  in 
three  suits,  Mittelhand  bids  for  a  Toumee,  to  12,  which 
Vorhand  retains.  Mittelhand  passes  and  Hinterhand 
passes.  Vorhand  announces  Gucki  Xullo  to  rid  his  hand 
of  A^j^  and  K^i*  He  is  ujifortunate  in  finding  two  high 
cards  in  the  Skat,  but  the  spade,  he  thinks,  protects  his 
hand  rather  than  endangers  it,  from  the  length  of  suit. 
He  discards  his  two  clubs. 

He  leads  the  heart  that  it  may  not  be  returned  to  him, 
as  Opponents  will    consider   it    a    singleton — a    singleton 


GAME   XLV  199 

eight  being  a  recognized  lead  with  Vorhand  when  he  is 
playing  a  Nullo  game. 

As  Mittelhand  must  take  the  trick,  he  plays  his  highest 
and  leads  a  singleton. 

V.       M.       H. 
8¥     Af     QV 

Knowing  partner  has  led  a  singleton  if  he  possessed 
one,  Hinterhand  returns  the  lead. 

V.       M.       H. 
74     At     Q^ 

M    ^^     J4 

Vorhand  captures  the  trick  and  thus  loses  the  game. 
Had  spades  been  equally  distributed  he  would  have  won. 
As  it  is  a  Gucki  game  he  loses  double  the  value.  Gucki 
Nullo,  15,  i.e.  minus  30  for  Vorhand. 

Whichever  card  Vorhand  may  lead,  he  will  be  de- 
feated on  the  spade  suit. 

In  the  following  game: 

Vorhand  held  J^;  Ace,  K,  g^;  10,  K^;  10,  K,  9,  8^. 

Mittelhand  held  J4k;  J^;  10,  Q,  8^;  Ace,  Q,  9,  8y;0^. 

Hinterhand  held  Ace,  10,  Q,  9,  8,  74I1;  j^;  7^;  Ace, 

?♦• 

In  Skat:  KandJJk, 

Mittelhand  passes,  Hinterhand  bids  for  a  Gucki  Nullo 
Ouvert,  Vorhand  passes. 

Hinterhand  discards  Ace,  7^,  and  places  his  cards  on 
the  table. 

He  scores  plus  30. 


200  SKAT 

GAME  XLVI 
OVERBIDDING— SOLO  CLUB 

In  Game  XLIV,  when  Hinterhand  held  J^,  lo,  K, 
g4li;  Ace,  Q,  7^;  Ace,  10,  K^,  and  Mittelhand  played 
Gucki  NuUo,  Hinterhand  bid  to  30,  and  fearing  a  Jack  in 
the  Skat,  passed.  The  ''without"  hand  has  its  pitfall, 
and  even  though  one  makes  61  points  he  may  be  de- 
feated if  an  adverse  Jack  is  lurking  in  the  Skat. 

Had  Hinterhand  been  regardless  of  this  danger  and 
bid  for  the  value  of  his  hand  as  dealt,  he  could  have 
deprived  Mittelhand  of  playing  his  game,  for  his  hand  was 
worth  36,  40,  or  48,  as  diamond,  heart  or  club. 

Presuming  him  to  be  thus  regardless  and  bidding  32, 
when  Mittelhand  must  pass,  he  names  the  trump  a  club. 
He  has  two  outside  Aces,  with  Ten,  King  in  one  suit,  and 
no  spades,  giving  him  an  opportunity  to  use  his  high  count- 
ing trumps  on  the  high  spades,  but  counting  only  7  for  a 
Solo  make.  Lacking  a  suit,  he  is  justified  in  making  the 
Solo  with  the  holding. 

Vorhand  held  J4k;  Q,  8,  ^4^\  Ace,  K,  g^;  10,  K,  g^. 

Mittelhand  held  J V;  ^4^\  10,  8,  7^;  8^;  Q,  8,  g,  7^. 

In  Skat:  J  and  Qi^. 

Vorhand  follows  the  conventional  rule  of  leading  an 
Ace  against  a  Solo  make,  and  plays  thus: 

V.        M.        H. 
A^b    104^     104^  =  31  for  Player. 

Player  leads  J^  to  call  two  trumps  and  help  to  make 
his  diamonds,  and  that  Opponents  may  not  discover  the 


GAME   XLVI  201 

paucity  of   his    resources  and  retaliate   for  his  '*Auf  die 
Dorfer  gehen"  by  leading  trumps  to  catch  his  small  ones. 

V.        M.       H. 

7d|i      jy      J^  =  4  for  Opponent. 

Vorhand  does  not  cover  a  red  Jack  led  the  first 
round  of  trumps  with  the  best  Matador,  although,  ''cover 
a  Jack  with  a  Jack"  is  an  almost  invariable  rule  in  every 
other  instance. 

Mittelhand  knows  Hinterhand  has  not  the  JJf$  or  he 
would  not  have  led  a  low  Jack,  not  having  a  sequence 
and  not  holding  Ace  of  trump.  He  therefore  risks  his  A^li 
on  that  inference. 

V.       M.       H. 
Q4i     A4I1      9^1=18  for  opponent. 

Mittelhand  dare  not  lead  Hinterhand's  blank  suit  for 
fear  of  giving  him  a  discard,  and  leads  from  his  longest 
suit  an  intermediate  card. 

V.       M.        H. 

8j|i      9^     A^  =  29  for  Opponent. 

Presuming  Hinterhand  is  holding  two  trumps,  Vorhand 
keeps  his  J4k  and  endeavors  to  call  the  A^,  but  unsuc- 
cessfully.  . 

V.       M.        H. 

Ky      Sy      7^  =  33  for  opponent. 
QV       ?♦     0V  =  34  for  Player. 

Mittelhand  discards  a  diamond  to  show  partner  his 
diamond  suit  is  worthless,  his  lead  at  trick  4  showing 
length  only. 


202  SKAT 

V,       M.       H. 
10 V      74b     AJf_=  55  for  Player. 

Player  forces  a  Jack,  knowing  if  both  were  held  by 
Vorhand  he  would  have  led. 

V.       M.       H. 

J4i     04    104=48  for  opponent. 
K^      84     K*  =  63  for  Player. 

&♦      8^    J£^  =  67  for  Player. 
In  Skat,  5,  =  72  for  Player. 

Player  wins  more  than  60  points,  but  he  bid  32  before 
Vorhand  resigned  his  privilege,  and  he  must  verify  the 
bid.  He  was  *' without  3,"  game  i,=4.  Solo  club  is 
12X4  =  48.  Therefore  as  he  bid  only  32  one  might 
presume  he  had  won  his  g^me  by  taking  more  than  60 
points.  The  contrary  is  the  case.  The  Skat  cards  are  the 
property  of  Player  in  every  game.  As  he  has  the  privilege 
of  their  assistance  when  valuable,  so  must  he  take  the 
responsibility  of  a  loss  through  their  possession,  when  ad- 
verse. In  the  Skat  of  the  above  deal  was  found  the  J^^. 
Thus  Hinterhand  is  ''without  i,'*  instead  of  ''without  3." 
"Without  I,"  game  i,  =  2Xi2  =  24.  But  he  bid  32,  an 
overbid,  and  thus  is  a  loser.  He  cannot  be  scored  less 
than  his  bid,  and  the  value  of  a  hand  must  be  a  mul- 
tiple of  the  trump  suit.  Thirty-two  is  not  a  multiple  of 
the  trump  suit  of  this  deal  (Solo  club,  12),  the  value  must 
be  the  next  higher  multiple.  The  multiples  of  the  Solo 
are  12,  24,  36,  48,  etc.  Hinterhand  bid  32;  the  next  value 
is  36.  Hinterhand,  for  overbidding,  although  unconscious 
of  the  fact,  is  scored  minus   36.     The    danger    of   over- 


GAME  XLVI  203 

bidding  when  ''without"  is  always  imminent,  but  as 
Vorhand  continued  to  retain,  Hinterhand  presumed  he 
held  at  least  two  Jacks.  ''Without  3"  is  a  great  risk, 
unless  the  composition  of  the  remainder  of  the  hand  is 
unusually  excellent. 

In  making  the  first  lead,  Vorhand,  holding  a  tenace  in 
spades,  would  have  been  wiser  had  he  postponed  the 
spade  lead  to  a  later  trick,  and  tried  to  clear  the  heart. 
His  good  trump  holding  gave  him  an  advantage  which 
he  should  have  considered.  Had  he  thus  commenced, 
the  game  might  have  proceeded  thus: 

V.       M.       H. 
K^      8^     Ay  =  15  for  Player. 

Player  knows  Vorhand  will  not  lead  from  Ten,  King, 
only  for  a  first  lead.  If  he  does  not  play  Ace  it  will  be 
trumped  the  second  round. 

H. 

J^  =  4  for  Opponent. 

94^  =  15  for  Opponent. 
K^  =  22  for  Opponent. 

7^  =  42  for  Opponent. 
Qy  =  i8  for  Player. 
10^  =  57  for  Opponent. 
iO|^  =  39  for  Player. 
A^  =  50  for  Player. 
Kj^  =  58  for  Player. 
In  Skat,  5,  =  63  for  Player. 


V. 

M. 

74^ 

JV 

8* 

A* 

Ojfe 

9^ 

loV 

xo4k 

9V 

?♦ 

]Jh 

Q4 

A4 

7* 

94 

»♦ 

K4 

«♦ 

204  SKAT 

Nevertheless,  Hinterhand  has  overbid,  and  is  scored 
minus  36. 

If  at  trick  3  Mittelhand  had  led  a  diamond  instead  of 
the  AJf^,  Hinterhand  would  have  taken  only  59  points. 
He  would  have  been  defeated  regardless  of  the  overbid- 
ding, but  could  not  be  minused  more  than  36,  even  under 
the  peculiar  circumstances  of  a  double  defeat. 

GAME  XLVII 

A  GRANDO.  OR  A  SOLO  HEART,  WITH  A  DECLARED 
SCHWARZ 

A  Schwarz  is  an  unusually  fortuitous  holding.  Player 
may  declare  a  Schneider  and  by  an  unexpected  discard  of 
an  Opponent  may  make  a  Schwarz;  but  to  hold  so  valu- 
able a  hand  as  to  be  able  to  declare  it  before  commencing 
a  game  is  rarely  possible  even  in  Vorhand's  position. 

In  the  following  game: 

Vorhand  held  J4i;  J^]  J^l  J^;  Ace,  10,  9,  8^;  Ace, 
10^. 

Mittelhand  held  9,  8,  74^;  K,  9,  8,  7^^;  9,  8,  7^. 

Hinterhand  held  Ace,  10,  K4I1;  Ace,  10^;  K,  Q,  7^; 
K,  Q^. 

In  Skat:  Q*,  Q^. 

Mittelhand  has  a  NuUo  Revolution  hand,  worth  60, 
and  commences  the  provocation.  Vorhand  retains  and 
Mittelhand  bids  to  60  and  passes;  Hinterhand  passes. 

Vorhand  is  uncertain  whether  to  make  it  Solo  hearts 
or  Grando.  He  has  a  certain  heart  make,  with  a  declared 
Schwarz,  counting    no.     With  a  Grando  make  and  a  de- 


GAME   XLVII  205 

Glared  Schwarz  it  is  worth  i8o.  But  there  is  the  possibility 
of  three  hearts  in  one  hand,  in  which  case  he  would  lose  the 
entire  value  of  his  game.  He  decides  to  follow  the  homely 
adage,  "  Better  to  be  sure  than  sorry,"  and  makes  it  "  Solo 
heart,  with  declared  Schwarz."  There  is  no  skilful  play 
required.    It  can  be  played  Ouvert. 

''With  6,"  game  i,  Schneider  i,  declared  Schneider  i, 
Schwarz  i,  declared  Schwarz  i,  =  ii,  Solo  heart  ioXii  = 
no  plus. 

If  it  had  not  been  for  the  danger  of  the  heart  he  could 
have  played  a  Grando  Ouvert,  and  counted  216.  As 
Hinterhand  held  the  three  hearts,  Vorhand  would  have 
been  minus  216.  The  chance  was  so  slight  of  one  player 
holding  the  three  hearts,  or  of  its  not  being  in  the  Skat, 
the  majority  of  American  Skat  players,  in  the  excitement 
of  the  game,  would  have  incurred  the  risk.  If  he  had 
played  Solo  Grando,  with  declared  Schwarz,  he  might, 
with  unreasoning  Opponents,  have  won.  Hinterhand,  on 
the  first  lead,  should  have  considered  which  suit  he  needed 
for  the  last  trick.  Vorhand  would  have  played  it  Ouvert, 
if  there  was  not  a  possibility  of  a  losing  card.  Hinter- 
hand knows  the  losing  card  will  be  one  of  a  long  suit 
headed  by  the  Ace.  It  cannot  then  be  either  a  club  or  a 
spade.  Two  diamonds  are  no  protection  to  that  suit. 
The  heart  is  the  only  possible  winner.  He  will  then  dis- 
card  every  card  he  holds  before  he  gives  up  a  heart. 
Some  thoughtless  players,  in  similar  cases,  cling  to  their 
Aces,  forgetting  the  fallacy  of  a  possibility  of  capture  with 
an  Ace,  in  such  a  declaration. 

With  the  Solo  Grando  make,  Vorhand  will  commence 
and  play  thus: 


206  SKAT 


V. 

M. 

H. 

JV 

?♦ 

K* 

J4 

7* 

lo* 

J* 

«♦ 

^°4 

Af 

94 

ot 

104 

84^ 

K4 

J^ 

94» 

A* 

AV 

7* 

7V 

xof 

«♦ 

K¥ 

9V 

94 

Q¥ 

8V 

K4 

A4 

Trick    10  is  unnecessary.     Hinterhand  has   captured 

trick  9,  and  thus  Vorhand 

is  defeated,  as  he  has  not  njade 

Schwarz. 

"With  4,"  game  i,  Schneider  i,  declared  Schneider  i, 

Schwarz  i ,  declared  Schwarz  i ,  = 

=  9X20  =  180  minus. 

GAME  XLVIII 

SOLO  DIAMOND  WITH  DECLARED  SCHWARZ,  FOR 
HINTERHAND 

In  a  deal: 

Vorhand  held  g4li;  Q,  7^^;  10,  K,  Q,  9,  8^;  Ace,  g^. 
Mittelhand  held  J^;  Ace,  Q,  8,  7^^;  10,  K,  9,  8^^;  7^. 
Hinterhand  held  J^fc;  J^^;  J^;  A^;  A^;  10,  K,  Q,  8, 

In  Skat:  10  and  KJf^. 

Mittelhand  bids  for  a  Gucki  Nullo,  and  Vorhand  passes. 
Hinterhand  bids  for  a  Solo  diamond,  and  Mittelhand  re- 


GAME   LXVIII  207 

tains  to  15,  then  passes.     Hinterhand  announces  his  game 
as  '*Solo  diamond,  wi-th  a  declared  Schwarz." 

It  is  futile  to  lead  a  short  suit  against  a  Solo  make 
with  a  declared  Schwarz,  and  as  Hinterhand  in  all  prob- 
ability holds  Ace,  if  any  heart,  should  the  seven  be  in 
Skat,  Mittelhand  can  capture  the  trick  and  defeat 
Player  on  the  first  round. 

V.       M.       H. 
KV      7¥    Af 

It  is  unnecessary  to  count  the  points,  as  the  loss  of  one 
trick  defeats  Player,  regardless  of  points. 

V.       M.       H. 
94     JV     J*. 

As  trumps  are  exhausted,  Hinterhand  has  the  remain- 
ing tricks  and  wins  his  game.  Had  7^  been  in  Skat,  he 
would  have  been  defeated,  notwithstanding  his  fine  hold- 
ing; but  it  would  not  be  Skaty  incomparable  among  games, 
if  Player  ran  no  risks.  Therein  is  half  the  charm  of  the 
contest. 

Hinterhand  is  ''with  2/'  game  i,  Schneider  i,  declared 
Schneider  i,  Schwarz  i,  declared  Schwarz  i,  =  7.  Solo 
diamond,  9  X  7  =  63  plus. 

Announced  Schwarz  includes  the  lesser  counts,  by 
implication:  i.e.^  Schneider,  declared  Schneider,  and 
Schwarz.  If  Schwarz  is  made  without  the  "announce- 
ment," Schneider  is  included,  but  not  declared  Schneider. 


208  SKAT 

GAME  XLIX 
ABANDONED  HAND— SAVING  A  SCHNEIDER 

If,  on  turning  a  Skat  card  for  trump,  Player  realizes 
he  will  be  Schneidered  if  he  persists  in  playing,  he  has  the 
privilege  of  abandoning  the  hand  before  a  card  has  been 
played,  and  being  minused  only  the  value  of  the  hand,  not 
counting  the  Schneider. 

In  this  game: 

Vorhand  held  J^;  1^5  J^^  0'  9,  SJf,;  K,  Q,  7^;  A^, 

Mittelhand  held  Ace,  10,  K,  yjf^;  Ace,  10,  K^^;  10, 9, 8^ . 

Hinterhand  held  J4t;  Q,  9,  S^k;  A^;  10,  K,  Q,  9,  8^. 

In  Skat:  74^,  7^- 

Mittelhand,  having  only  7  for  a  Solo  ma.ke,  passes,  as 
does  Hinterhand  for  the  same  reason.  Vorhand  has  a  weak 
hand;  but  when  there  is  no  bid  the  Skat  is  generally  a 
valuable  one,  and  as  his  hand  meets  the  requirements  of 
a  conventional  Toumee  bid  (''4  in  Aces  and  Jacks,  and 
protection  in  3  suits")  Vorhand  turns.  The  first  card  is 
7^9  and,  with  so  poor  a  holding,  he  dare  not  venture  on 
a  Passt-Mir-Nicht.  He  announces  a  Tournee  spade,  and 
takes  both  cards  into  his  hand.  His  cards  spell  disaster, 
and  he  places  them  on  the  table,  announcing,  ''I  abandon 
the  game." 

He  is  ''without  i,"  game  i:  =  2.  Tournee  spade  is 
7X2  =  14  minus. 

Had  he  persisted  in  playing  the  game,  it  might  have 
proceeded  as  follows: 

He  would  discard  Q4i  and  7^;  lead  J^k  to  call  the 
best  Matador. 


GAME   XLIX 

V.       M.       H. 
J4^     K^      84  =  6  for  Player. 

J^  may  imply  the  presence  of  J^li,  and  Mittelhand  will 
not  play  his  highest  the  first  round.  Hinterhand  holds 
back  ]Jf$  for  a  more  valuable  trick.  Vorhand  cannot  af- 
ford to  lead  trumps  again,  as  he  has  not  high  suit  cards. 

V.  M.        H. 

A^  A^l^    10^  =  32  for  Opponent. 

7^  9^     Ay  =  43  for  Opponent. 

S4$  Adit   'k4  =  58  for  Opponent. 


As  the  club  discard  is  not  injuring  the  Opponents' 
prospects,  as  they  can  save  a  high  club  in  each  round, 
Hinterhand  continues  the  diamond  lead. 

V.       M.        H. 

74^    104^     0^  =  71  for  Opponent. 

Trusting  Mittelhand  has  no  more  trumps,  Vorhand 
trumps  the  Q^  to  prevent  Opponents  swarming.  He 
is  defeated,  and  they  now  try  for  a  Schneider. 


V.       M. 

H. 

0¥  10^ 

9^  =  84  for  Opponent. 

9*  io4i 

8^  =  94  for  Opponent. 

KV      8V 

04^  =  101  for  Opponent 

!♦     K* 

]Jf$  =  115  for  Opponent 

J¥      7* 

94^  =  8  for  Player. 

In  Skat,  3,= 

=  11  for  Player. 

**  Without  I 

,"  game  i,  Schneider  i,= 

X  3  =  2 1  minus 

=  3.    Tournee  spade 
I  minus. 
14 


210  SKAT 

GAME  L 
TOURNEE  NULLO 

Tournee  Nullo  has  been  virtually  discarded  from  the 
list  of  games,  since  the  Gucki  Nullo  and  Gucki  Gran  do 
have  become  popular.  Before  commencing  a  game  with 
a  new  set  of  players  it  is  advisable  to  decide  which  games 
are  permitted,  that  no  misunderstanding  arise  after  deal- 
ing.   If  all  agree  to  permit  Toum^e  Nullo,  it  is  as  follows: 

If  a  player  secures  the  bid  and  elects  to  turn,  and  the 
turn  proves  to  be  a  seven,  he  may  play  the  suit,  or  a  Nullo, 
at  his  discretion,  or  he  may  play  neither,  and  turn  the  other 
card.  If  this  is  a  seven,  he  has  the  option  of  the  suit  or 
the  Nullo  as  before.  Whichever  he  plays,  after  declining  to 
play  the  first  card,  it  is  a  Passt-Mir-Nicht  and  costs  double 
the  value  of  the  game  if  lost.  It  is  extremely  careless  for 
Player  to  show  the  first  turned  card,  unless  it  is  chosen 
for  trump,  for,  if  rejected,  it  signifies  he  is  short  in  the  suit. 

The  count  of  the  Tournee  Nullo  is  lo;  Gucki  Nullo, 
15;  Solo  Nullo,  20;  Gucki  Nullo  Ouvert,  30;  Ouvert 
Nullo,  40. 

In  a  deal: 

Vorhand  held  Ace,  Q,  g^li;  Q^;  10,  0,  7  V;  Ace,  10,  Q^. 

Mittelhand  held  J*;  J4k;  JV;  !♦;  K,  84k;  K,  8^;  K^. 

Hinterhand  held  10, 74k;  Ace,  10,  K,  9,  8^^;  A^;  9,  74- 

In  Skat:    7^y  9^- 

Holding  the  four  Matadors,  some  players  are  tempted 
to  try  a  Tournee  game,  ignoring  the  fact  of  losing  cards  in 
the  suits.  In  the  above  deal,  Mittelhand,  thinking  he  can 
rid  his  hand  of  one  suit,  and  thus  ruff,  and  having  a  sHght 


GAME   LI  211 


protection  in  three  suits, 

bids 

for  a  Toumee. 

Vorhand 

passes,  and  Hinterhand  passes. 

Mittelhand  turns  the  jij^ 

and  sees  possibilities  of 

a  Toumee  Nullo.     He 

discards 

KJf,  and  Kf . 

Vorhand  leads  his  singleton  s 

;pade. 

V. 

M. 

H. 

Q4 

J* 

A4k 

QV 

Kff 

AV 

10^ 

«♦ 

9^ 

<?♦ 

J4 

?♦ 

xoV 

9V 

10* 

7V 

8V 

K* 

Mittelhand,  being  forced  to  capture  a  trick,  loses  the 
game.     He  scores  minus  lo. 

Had  Mittelhand  dared  try  a  Passt-Nicht,  he  could 
have  won  a  Toumee  heart  and  scored  plus  30. 

GAME  LI 

LOSING  BY  PENALTY,  GRANDO  WITH  A 
DECLARED  SCHNEIDER 

Until  the  National  Association  has  formulated  its 
views  on  the  subject  of  penalties,  the  laws  in  effect  during 
the  last  decade  will  continue  to  be  used.  Nothing  more 
definite,  nor  more  just,  in  regard  to  the  lead  out  of  turn 
can  be  devised  from  the  point  of  view  of  the  pioneer  Skat 
players;  but  new  American  players,  unwilling  to  submit 
to  the  rigor  of  the  game,  are  clamoring  for  changes  in  this 
and  other  rules.     ''Leading  out  of  turn  loses  the  game," 


212  SKAT 

to  either  Player  or  Opponents.  There  is  no  vaUd  excuse, 
for  a  Player  who  has  not  taken  the  previous  trick,  for 
leading.  To  condone  such  an  offense  is  ''playing  with 
children." 

In  a  game: 

Vorhand  held  Ace,  lo,  K,  g^k;  K,  g^;  Q^;  Q,  8,  7^. 

Mittelhand  held  J*;  J^;  ]^;  jjf,;  Ace,  10,  K,  gf; 
Ace,  10^. 

Hinterhand  J4;  Q,  8^^;  Q,  8,  74^;  8,  7^;  K,  g^. 

In  Skat:  Ace,  10^. 

Mittelhand  bids  10,  and  Vorhand  passes.  Hinterhand 
bids  for  a  Gucki  Nullo  to  15  and  passes.  Mittelhand 
names  ''Solo  Grando,  with  a  declared  Schneider." 

V.       M.       H. 

AjPi      yjf$     Q4k=  14  for  Opponent. 

Mittelhand,  presuming  the  rest  of  the  tricks  are  his,  in 
his  haste,  leads  J^ .  The  Opponents  place  their  cards  on 
the  table,  Vorhand  staling  "  A  lead  out  of  turn  gives  us  the 
game." 

Mittelhand  scores  thus:  "With  3,"  game  i,  Schneider  i, 
declared  Schneider  i ,  =  6.    Solo  Grando,  20X6  =  120  minus. 

The  penalty  may  seem  too  severe  to  those  who  are 
averse  to  complying  with  rules ;  but  an  adult  player  who 
cannot  tell  when  the  lead  is  his  own,  or  control  his  excite- 
ment when  holding  a  winning  hand,  deserves  to  lose.  He 
will  learn  by  one  such  loss  to  maintain  a  German  sang- 
froid until  the  end  of  the  game.  There  is  no  game  where 
this  attitude  is  more  essential  to  success  than  Skat. 

Here  is  another  example  of  a  penalty  for  the  same 
infraction  of  the  rule  by  an  Opponent. 


GAME   LI  213 

Vorhand  holds  Ace,  9,  8^;  Ace,  K,  Q^;  10,  K,  9,  74. 

Mittelhandholds  Jdjk;  JV;  J4;  Ace,  10,  94I1;  10,  K^^; 
Ace,  8^. 

Hinterhand  holds  J4k;  K,  Q,  7^1;  7^^;  10,  9,  8,  7^;  Q^. 

In  Skat:  Q^,  8Jf,. 

Mittelhand  secures  the  bid  and  names  Solo  clubs  as 
the  make,  and  the  game  is  thus  commenced. 

V.       M.       H. 
A^     K4^      74^  =  I S  for  Opponent. 

Hinterhand,  presuming  Vorhand's  next  lead  will  be  a 
spade,  and  Mittelhand  will  play  the  Ten,  is  prepared  to 
trump  the  trick  with  K^b*  His  thoughts  jumping  at  con- 
clusions, he  hurriedly  leads  K^li,  inadvertently.  Mittel- 
hand places  his  cards  on  the  table  claiming  the  game,  as 
an  Opponent  has  led  out  of  turn. 

Mittelhand  scores :  *  'With  i ,"  game  i ,  =  2  X 1 2  (Solo 
club)  =24  plus. 

Had  Hinterhand  been  more  circumspect,  Opponents 
could  have  won  the  game,  thus: 

At  the  second  trick,  following  the  rule,  ''In  Solo,  play 
Aces,  and  change   suits,"  Vorhand  would  have  led  A^. 

V.       M.       H. 
Ay      8^    10^  =  36  for  Opponent. 

Mittelhand  rids  his  hand  of  a  losing  card  that  he  may 
trump  a  second  round  of  diamonds.  By  this  discard,  he 
loses  the  game.  The  count  was  too  high;  he  should  have 
chosen  a  better  opportunity.  Vorhand  continues  the 
spade  to  give  his  partner  an  opportunity  of  a  ruff  or  a 
discard.  Vorhand  knows  his  partner  has  no  more  spades, 
as  he  played  his  highest  (a  seven)  on  his  partner's  trick. 


^14  SKAT 

V.        M.        H. 

84k     104^     Kiji  =  5o  for  Opponent. 

Hinterhand  now  forces  Mittelhand  to  trump  and  lead. 
As  Mittelhand  had  neither  the  A^  nor  the  A^k,  nor  the 
lo^  or  10^,  he  must  be  very  long  in  the  trump  suit.  Hin- 
terhand, holding  three  tnmips,  knows  his  partner  is  short, 
and  on  the  second  roimd  will  probably  be  able  to  swarm. 

V.  M.  H. 

K V  A4t  9 V  =  1 5  for  Player. 

9#  i*  7*  =  1 7  ioT  Player. 

10^  jy  14^  =  64  for  Opponent. 

Player's  only  hope  of  winning  is  that  the  J^k  is  in 
Skat,  and  he  thus  leads  J^.  He  scores  minus  the  value  of 
the  game,  24.  At  trick  2,  if  he  had  tnmiped  instead  of 
discarding,  he  could  have  won  the  game,  thus: 

V.  M.  H. 

A^  A4I1  7^  =  22  for  Player. 

84^  i*  7^  =  24  for  Player. 

10^  J^  J 4^  =  29  for  Opponent. 

Ky  8^  9^  =  33  for  Opponent. 

Mittelhand  seizes  the  opportimity  of  discarding  his 
worthless  diamond  on  a  trick  of  little  worth. 

V.        M.  H. 

94^  104^  K|ji  =  47  for  Opponent. 

Q^  10^  8^  =  37  for  Player. 

7^  ji  Q*  =  42  for  Player. 

9  ^  A^  Q  4  =  5  6  for  Player. 

K^      94i  10^  =  70  for  Player. 
In  Skat:  3,  =  73  for  Player. 


GAME   LII  215 

GAME  LII 

RAMSCH 

In  a  deal: 

Vorhand  held  J^;  Qd^;  Ace,  Q^;  8, 7^ ;  Ace,  K,  9, 84. 
Mittelhand  held  ']^;  10,  K,  8^^;  K,  8,  7^^;  K,  g^;  10^. 
Hinterhand  held  ]J^;  Ace,  9,  74I1;  10,  9^^;  10,  Q^;  Q, 

In  Skat:  J^,  A^. 

As  there  was  no  bid  for  the  game,  Vorhand  is  com- 
pelled to  declare  Ramsch,  in  which  there  is  no  partner- 
ship, and  cards  rank  as  in  Grando. 

Having  a  red  Jack,  Vorhand  leads  it,  and  Hinterhand, 
who  captures  the  trick,  leads  the  highest  of  his  short  suit. 

V.       M.        H. 

jy      ]^      Jd|i  =  6  for  Hinterhand. 
K^    loj     04  =  1 7  for  Mittelhand. 

IVfittelhand  having  no  singleton,  leads  the  highest  of 
his  two-card  suit,  and  follows  with  the  remaining  heart. 

V.       M.       H. 

8^     K5^    QV  =  24  for  Mittelhand. 
7^      9^    loy  =  16  for  Hinterhand. 

Hinterhand  now  leads  his  intermediate  club,  hoping  to 
force  Vorhand  to  capture  a  trick,  that  there  may  be  no 
Jungfer. 

V.       M.       H. 
Q*     K4k      9*  =  3 1  for  Mittelhand. 


^216  SKAT 

Mittelhand  leads  his  intermediate  spade,  and  Hinter- 
hand,  having  two  only,  plays  high. 

V.        M.        H. 

Q^      ^^    104^  =  29  for  Hinterhand. 
A^     K^^      94  =  13  for  Vorhand. 

As  Vorhand  has  captured  a  trick  there  will  be  no 
Jimgfer. 

V.        M.        H. 

8^     iOi|ii      7^  =  25  for  Vorhand. 

Hoping  one  of  the  players  has  J^  and  will  tnimp  the 
ninth  trick  to  avoid  taking  the  last  one,  Vorhand  leads 
Ace. 

V.        M.        H. 

A^      Sjpi     A4i  =  47  for  Vorhand. 

94      74^      74i  =  47  for  Vorhand. 

The  winner  of  the  last  trick  counts  Skat  points  with 
his  tricks. 

In  Skat:  13,  =  60  for  Vorhand. 

Vorhand  having  60,  Mittelhand  31,  Hinterhand  29, 
Vorhand  is  the  scorer,  minus  20.  Had  there  been  a 
Jungfer,  the  loser  would  have  scored  30;  or  50  if  there  had 
been  two  Jungfers. 


GAME   LIII  217 

GAME  LIII 
THE  LANGUAGE  OF  SKAT 

The  inferences  in  Skat  are  as  evident  as  in  whist,  but 
a  pla^^er  must  possess  more  perspicacity  to  discern  them. 
While  the  play  is  not  as  conventional  as  whist,  every  card 
speaks  its  message  to  those  who  understand  the  language. 

In  Game  XLVIII  wherein  Hinterhand  played  a  Solo 
diamond  with  a  declared  Schwarz,  and  Mittelhand  bid  for 
a  Gucki  Nullo,  had  the  latter  been  permitted  to  name  the 
game,  he  would  have  discarded  J^  and  K^J^.  The  holdings 
were  then: 

Vorhand  g^b;  Q,  74^;  10,  K,  Q,  9,  8^;  Ace,  g^. 

Mittelhand  Ace,  K,  Q,  10,  8,  7^;  g,  8^^;  7^. 

Hinterhand  J4i;  Ace,  J^;  A^;  K,  Q,  J,  10,  8,  7^. 

Vorhand  commences  the  game  with  a  singleton,  and 
Hinterhand  at  second  trick  leads  his  singleton. 

V.       M.       H. 

Kv    7V  it!L 

Hinterhand  knows  Vorhand  is  short  in  the  club  suit, 
and,  holding  but  one,  knows  Mittelhand  is  very  long  in 
the  suit,  Mittelhand  is  safe  in  the  heart  suit,  as  he  dis- 
carded the  seven,  playing  third  to  the  trick.  If  he  has 
another,  it  is  in  sequence  with  the  seven.  Hinterhand 
holds  nearly  all  the  diamonds.  The  spade  suit,  then,  is 
the  only  trap  in  which  to  catch  Mittelhand's  game.  If 
Hinterhand   leads  twice  it  may  be  fatal  to  himself  and 


^18  SKAT 

partner,  his  cards  being  high.    He  will  give  the  lead  to  his 
partner  and  seek  to  get  a  discard  of  his  Ace. 

V.       M.       H. 

Vorhand  will  not  commit  the  fatal  mistake  of  return- 
ing the  spade.  Hinterhand,  ha\'ing  had  a  previous  lead, 
has  shown  his  short  suit,  as  he  now  indicates  the  smt 
from  which  he  wishes  to  discard  high  cards.  It  is  per- 
fectly clear  to  Vorhand,  who  proceeds  to  assist  in  the  plan 
proposed, 

V.       M.       H. 

74^     &±    K4 

Mittelhand  is  forced  to  capture  a  trick  by  the  tmder- 
standing  between  partners  and  their  correctness  of  play. 
Mittelhand  scores  minus  30.  It  is  a  Gucki  NuUo,  worth  15 
if  won,  but  double  if  lost. 

In  another  game: 

Vorhand  held  J^;  K^;  10.  g^;  10,  K,  8^;  Ace,  K, 

Mittelhand  held  Jdfb;  Ace.  10,  Q.  9,  84k;  8,  j^;  -f$; 
10^. 

Hinterhand  held  J^S  J^!  Ace,  K^;  Ace,  Q.  9^;  Q, 
9.  ?♦. 

In  Skat:  7*>  Q^- 

Hinterhand  secures  the  bid  and  turns  for  Toumee. 
His  txim  is  Q^k,  and  he  discards  7d|k  and  Q^. 

V.       M.       H. 

Kjb    0*      :♦  =  7  for  Opponent. 


GAME   LIII  219 

The  inferences  from  the  fall  of  the  cards  on  the  first 
round  are  obvious.  As  Hinterhand  has  no  clubs,  and 
would  not  place  Ace,  Ten  in  Skat,  the  Ace  at  least  is  in 
Mittelhand's  hands;  and  as  Mittelhand  did  not  follow 
with  Ace,  he  has  so  many  he  fears  the  trump.  Again,  as 
Hinterhand  discarded  a  diamond,  he  has  nothing  of  value 
in  that  suit,  or  he  would  have  kept  guards.  He  is  keep- 
ing guards  in  the  heart  suit,  and  his  exact  holding  may 
be  clearly  defined  by  Vorhand,  who  holds  the  remainder  of 
the  stiit.  Hinterhand,  then,  presumably,  has  another  small 
diamond;  even  though  he  has  it  not,  a  diamond  lead  is  the 
best  one,  for  clubs  must  not  be  led  again  to  give  him  an- 
other discard,  nor  trumps  for  him  to  play  third,  nor  hearts 
for  reasons  above;  therefore,  diamonds. 

V.        M.       H. 

A^    10^      9^  =  28  for  Opponent. 

If  Hinterhand  has  another  diamond,  it  might  give 
Mittelhand  a  swarm;  but  it  is  too  uncertain,  and  Vorhand 
is  forced  to  the  heart,  and  Hinterhand  may  have  four,  in 
which  case  Mittelhand  has  an  opportunity. 

V.       M.        H. 
Ky      7^      9^  =  32  for  Opponent. 

Now,  Vorhand  knows  his  partner  has  neither  Ace  nor 
0^,  therefore  void,  and  proceeds  to  capture  Hinterhand's 
hearts  by  means  of  Mittelhand's  trumps. 

V.       M.       H. 

10 V      74^     Q^  =  45  for  Opponent. 

Having  all  the  clubs  with  the  exception  of  the  seven 
Mittelhand  leads  through  Hinterhand's  cards,  that  partner 
may  overtrump. 


V. 

M. 

8V 
J* 

10* 

K4 

8* 

94 

J* 
94» 

220  SKAT 

V.       M.       H. 
io4b     A4i    Q4k  =  69  for  opponent. 

Hinterhand,  thinking  Vorhand  may  have  one  more 
(only  one,  or  he  would  not  have  led  King  first,  but  an  in- 
termediate card),  trumps,  but  is  overtrumped.  Vorhand 
tries  for  Hinterhand's  last  heart. 

H. 

A^  =  80  for  Opponent. 

J^=94  for  Opponent. 
A^l^  =  15  for  Player. 

jy  =  98  for  Opponent. 
K^  =  19  for  Player. 

Player  is  ''without  2,"  game  i,  Schneider  i,  =  4. 
Toumee  spade  7  X4  =  28  minus. 

GAME  LIV 

CONTRA  AND  RE-CONTRA 

The  Contra  and  Re-Contra  are  recent  additions  to 
Skat,  answering  to  doubhng  and  re-doubling  in  Bridge. 
As  they  are  not  universally  played,  it  should  be  decided 
before  commencing  a  game  whether  they  are  to  be  per- 
mitted. 

When  Player  has  announced  his  game,  if  an  Opponent 
feels  assured  he  can  defeat  him,  he  announces  ''Contra!'* 
If  it  is  any  game  in  which  the  Skat  cards  are  not  used,  this 
announcement  should  be  made  before  a  card  is  led;  but  it 
is  permitted  after  a  card  is  led,  provided  the  second  card 


GAME   LIV  221 

has  not  been  played.  If  it  is  a  game  in  which  the  Skat 
cards  are  used,  the  Contra  announcement  is  not  in  order 
until  the  discards  to  the  Skat  have  been  made;  and  if 
Player  foresees  he  will  suffer  defeat,  he  may  announce, 
'*I  resign,"  placing  his  cards  on  the  table  instead  of  dis- 
carding, thus  barring  out  the  Contra. 

In  Contra,  if  Player  wins,  he  scores  twice  the  value  of 
the  game,  plus,  and  the  Opponent  who  announced  Contra 
scores  the  single  value  of  the  game,  minus.  If  Player 
loses,  he  scores  twice  the  value  of  the  game,  minus,  and  the 
announcing  Contra  Opponent  scores  the  single  value  of  the 
game,  plus. 

If,  however,  Player  deems  it  possible  to  win  his  game, 
he  announces  ''Re-Contra."  If,  then,  he  wins,  he  scores 
three  times  the  value  of  the  game,  plus;  and  the  announc- 
ing Opponent  scores  twice  the  original  value  of  the  game, 
minus.  But,  if  Player  loses  his  game,  he  scores  three  times 
the  value  of  the  game,  minus;  and  the  announcing  Contra 
player  scores  twice  the  value  of  the  game,  plus. 

Although  the  partners  play  together  for  the  defeat 
of  Player,  as  in  the  other  games,  only  the  announcing 
Opponent  scores,  whether  a  winner  or  a  loser,  as  he  alone 
assumes  the  responsibility   of  announcing  the  Contra. 

In  a  deal: 

VorhandheldJ4t;  JV;  Ace,  lo,  K,  Q,  9,  8,  7^^;  A^. 

Mittelhand  held  K,  Q,  gjf^;  9,  8,  7^;  K,  Q,  8,  7^. 

Hinterhand  held  J4k;  !♦»  Ace,  104I1;  10,  K,  Q^;  Ace, 
10,  9^. 

In  Skat:  8,  jjf^. 

Vorhand  secures  the  bid  and  names  ''Grando,  with  a 
declared  Schneider,"  as  the  game.     Hinterhand,  with  a 


222  SKAT 

Grando  holding  in  his  cards,  is  assured  he  can  win,  and 
announces  "Contra."  Vorhand,  with  the  best  and  an- 
other Matador,  and  his  strength  massed  in  one  suit,  can 
draw  one  Matador,  force  another  with  his  spade  suit,  and 
have  two  re-entries  (the  remaining  Matador  and  A^).  He 
therefore  responds,  ''Re-Contral" 

The  lead  is  with  Pla\'er,  and  he  easily  wins  his  game 
with  its  increased  value.  Neither  Vorhand  nor  Hinterhand 
had  the  conventional  holding  for  a  Grando,  but  Vorhand's 
was  a  certain  win,  nevertheless. 

H. 

J^=4  for  Player. 
9^  =  15  for  Player. 
J4J^  =  16  for  Opponent. 

Hinterhand  does  not  trump  the  first  spade  trick,  as 
Mittelhand,  not  realizing  the  spade  situation,  has  not 
swarmed.  On  the  second  spade  trick,  Mittelhand  swarms 
K^.  Hinterhand  trumps  and  leads  AJf$,  which  Vorhand 
trumping  with  the  last  Matador  has  every  other  trick  as- 
sured. Had  Hinterhand  refused  to  trump  spades,  Vorhand 
would  have  continued  to  lead  them  to  the  end.  His  A^ 
with  Mittelhand's  swarm  of  a  King  would  have  been  the 
onlv  coimt  for  the  Opponents.  The  long  unbroken  suit 
was  a  winning  hand. 

"With  I,"  game  i,  Schneider  i.  declared  Schneider 
1^  =  4X20  =  80.  As  Re-Contra  was  declared,  and  won  by 
Plaver,  he  scores  3  times  the  value  of  the  game.  So  X3  =  240 
plus;  and  Hinterhand,  as  the  Contra  announcer,  who  lost, 
is  scored  twice  the  value,  80X2  =  160  minus.  Mittel- 
hand neither  wins  nor  loses. 


V. 

M. 

J* 

7V 

A4 

8¥ 

104 

K4 

GAME   LV  223 

Had  Mittelhand  known  the  value  of  the  Skat,  he  could 
have  bid  to  30  on  a  Gucki  Nullo  Ouvert.  As  Vorhand 
could  bid  to  80,  Mittelhand  would  not  have  secured  the 
bid,  though  it  would  have  been  a  sure  game,  if  played. 
After  discarding  K,  Q^,  it  would  have  been  a  Revolution 
hand,  though  not  permitted,  as  the  Skat  cards  were  used. 
Had  Revolution  been  announced,  it  would  have  lost,  oA 
the  fourth  lead  of  diamonds. 


GAME  LV 

ANOTHER  RE-CONTRA 

In  another  deal: 

Vorhand  held  J^;  10,  K,  Q,  8Jf^;  10,  K,  Q,  g^;  Q^. 
Mittelhand  held  J^;  J^;  74I1;  8^;  Ace,  10,  K,  9,  8^; 
10^. 

Hinterhand  held  J,  Ace,  g^i;  Ace,  74J^;  Ace,  K,  9,  8, 

In  Skat:  7^  and  Q^. 

Hinterhand,  having  8  in  Jacks,  trumps  and  suit  Aces, 
makes  the  trump  a  Solo  diamond.  Mittelhand,  seeing 
possibilities  in  the  black  suits,  announces  ''Contra!"  Player 
responds  ''Re-Contra!"  and  Vorhand  leads  K^. 

V.       M.       H. 
K^      8^      7^   =4  for  Opponent. 

Hinterhand,  hastening  to  rid  his  hand  of  a  useless 
card,  and  holding  up  the  Ace  to  catch  the  Ten,  fails  to 
observe  the  significance  of  the  8^1^  played  by  Mittelhand. 
On  his  partner's  trick  he  played  his  highest  of  the  suit,  an 


224  SKAT 

eight,  and  thus  has  no  more  of  the  stdt,  and  can  tnimp  the 
second  round  of  spades.  This  one  play  of  Hinterhand 
loses  him  the  game.     The  play  thus  proceeds. 

V.       M.       H. 
104^     10^     A4k  =  35  for  Opponent. 
Qy      Kfjf      9d|li  =  42  for  Opponent. 

Failing  to  profit  by  his  previous  mistake,  he  again  dis- 
cards, expecting  to  catch  Ace  and  lo^  by  ruffing  on  sub- 
sequent rounds,  ilittelhand,  finding  his  partner  with  a 
singleton  heart,  leads  through  Player,  to  give  Vorhand  an 
overtrump,  a  discard,  or  a  swarm. 

V.       M.       H. 

J^    10^      9^  =  54  for  Opponent. 

As  Opponents  need  but  6  points  more  it  is  impossible 
for  Hinterhand  to  win  his  game.  Mittelhand,  having  an- 
nounced Contra,  has  resources  at  command. 


V. 

M. 

H. 

K* 

7* 

A*  = 

=  1 5  for  Player. 

9* 

JV 

J*  = 

=  19  for  Player. 

10* 

J4 

?♦  = 

=  66  for  Opponent. 

Player  is  defeated,  though  the  remaining  tricks  are  his. 
''With  I,"  game  i,  =  2.  Solo  diamond,  9X2  =  18.  As  loser 
of  Re-Contra  he  is  minus  3  times  the  value  of  the  game, 
18X3  =  54.  Mittelhand,  as  Contra  annotmcer,  is  plus 
twice  the  value,  18X2  =  36. 

Had  Player  on  first  trick  played  as  below  he  could  have 
won. 


GAME   LV  2^5 

H. 

A^l^  =  15  for  Player. 
J4ii  =  21  for  Player. 
7^  =  20  for  Opponent. 
8^  =  32  for  Opponent. 
K^  =  32  for  Player. 
74^  =  45  fo^  Opponent. 
94^  =  48  for  Opponent. 
9^  =  32  for  Player. 
A^=43  for  Player. 
AJfB  =  6g  for  Player. 
In  Skat:  3,  =  72  for  Player. 

Player  winning  a  Re-Contra  is  scored  plus  3  times  the 
value  of  his  game. 

Hinterhand  scores  plus  54;  Mittelhand  scores  minus  36. 


V. 

M. 

«♦ 

«♦ 

!♦ 

JV 

10* 

io4 

xo4k 

J* 

QV 

KV 

Q4 

loV 

Q* 

7* 

9* 

9V 

8^1 

8V 

K* 

AV 

One  copy  del.  to  Cat.  Div. 


t^^^. 


I2J0